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1233 lines
41 KiB
C++
1233 lines
41 KiB
C++
// nav_area.h
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// Navigation areas
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// Author: Michael S. Booth (mike@turtlerockstudios.com), January 2003
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#ifndef _NAV_AREA_H_
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#define _NAV_AREA_H_
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#undef min
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#undef max
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#include <list>
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#include "nav.h"
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#include "steam_util.h"
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class CNavArea;
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void DestroyHidingSpots( void );
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void StripNavigationAreas( void );
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bool SaveNavigationMap( const char *filename );
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NavErrorType LoadNavigationMap( void );
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void DestroyNavigationMap( void );
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//-------------------------------------------------------------------------------------------------------------------
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/**
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* Used when building a path to determine the kind of path to build
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*/
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enum RouteType
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{
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FASTEST_ROUTE,
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SAFEST_ROUTE,
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};
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//-------------------------------------------------------------------------------------------------------------------
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/**
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* The NavConnect union is used to refer to connections to areas
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*/
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union NavConnect
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{
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unsigned int id;
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CNavArea *area;
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bool operator==( const NavConnect &other ) const
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{
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return (area == other.area) ? true : false;
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}
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};
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typedef std::list<NavConnect> NavConnectList;
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//--------------------------------------------------------------------------------------------------------------
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enum LadderDirectionType
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{
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LADDER_UP = 0,
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LADDER_DOWN,
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NUM_LADDER_DIRECTIONS
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};
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/**
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* The NavLadder class encapsulates traversable ladders, and their connections to NavAreas
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* @todo Deal with ladders that allow jumping off to areas in the middle
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*/
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class CNavLadder
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{
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public:
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CNavLadder( void )
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{
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m_topForwardArea = NULL;
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m_topRightArea = NULL;
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m_topLeftArea = NULL;
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m_topBehindArea = NULL;
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m_bottomArea = NULL;
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m_entity = NULL;
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}
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Vector m_top; ///< world coords of the top of the ladder
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Vector m_bottom; ///< world coords of the top of the ladder
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float m_length; ///< the length of the ladder
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NavDirType m_dir; ///< which way the ladder faces (ie: surface normal of climbable side)
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Vector2D m_dirVector; ///< unit vector representation of m_dir
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CBaseEntity *m_entity; ///< the ladder itself
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CNavArea *m_topForwardArea; ///< the area at the top of the ladder
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CNavArea *m_topLeftArea;
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CNavArea *m_topRightArea;
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CNavArea *m_topBehindArea; ///< area at top of ladder "behind" it - only useful for descending
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CNavArea *m_bottomArea; ///< the area at the bottom of the ladder
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bool m_isDangling; ///< if true, the bottom of the ladder is hanging too high to climb up
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void OnDestroyNotify( CNavArea *dead ) ///< invoked when given area is going away
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{
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if (dead == m_topForwardArea)
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m_topForwardArea = NULL;
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if (dead == m_topLeftArea)
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m_topLeftArea = NULL;
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if (dead == m_topRightArea)
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m_topRightArea = NULL;
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if (dead == m_topBehindArea)
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m_topBehindArea = NULL;
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if (dead == m_bottomArea)
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m_bottomArea = NULL;
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}
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};
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typedef std::list<CNavLadder *> NavLadderList;
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extern NavLadderList TheNavLadderList;
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//--------------------------------------------------------------------------------------------------------------
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/**
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* A HidingSpot is a good place for a bot to crouch and wait for enemies
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*/
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class HidingSpot
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{
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public:
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HidingSpot( void ); ///< for use when loading from a file
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HidingSpot( const Vector *pos, unsigned char flags ); ///< for use when generating - assigns unique ID
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enum
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{
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IN_COVER = 0x01, ///< in a corner with good hard cover nearby
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GOOD_SNIPER_SPOT = 0x02, ///< had at least one decent sniping corridor
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IDEAL_SNIPER_SPOT = 0x04 ///< can see either very far, or a large area, or both
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};
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bool HasGoodCover( void ) const { return (m_flags & IN_COVER) ? true : false; } ///< return true if hiding spot in in cover
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bool IsGoodSniperSpot( void ) const { return (m_flags & GOOD_SNIPER_SPOT) ? true : false; }
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bool IsIdealSniperSpot( void ) const { return (m_flags & IDEAL_SNIPER_SPOT) ? true : false; }
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void SetFlags( unsigned char flags ) { m_flags |= flags; } ///< FOR INTERNAL USE ONLY
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unsigned char GetFlags( void ) const { return m_flags; }
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void Save( int fd, unsigned int version ) const;
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void Load( SteamFile *file, unsigned int version );
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const Vector *GetPosition( void ) const { return &m_pos; } ///< get the position of the hiding spot
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unsigned int GetID( void ) const { return m_id; }
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void Mark( void ) { m_marker = m_masterMarker; }
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bool IsMarked( void ) const { return (m_marker == m_masterMarker) ? true : false; }
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static void ChangeMasterMarker( void ) { ++m_masterMarker; }
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private:
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friend void DestroyHidingSpots( void );
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Vector m_pos; ///< world coordinates of the spot
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unsigned int m_id; ///< this spot's unique ID
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unsigned int m_marker; ///< this spot's unique marker
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unsigned char m_flags; ///< bit flags
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static unsigned int m_nextID; ///< used when allocating spot ID's
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static unsigned int m_masterMarker; ///< used to mark spots
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};
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typedef std::list<HidingSpot *> HidingSpotList;
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extern HidingSpotList TheHidingSpotList;
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extern HidingSpot *GetHidingSpotByID( unsigned int id );
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Stores a pointer to an interesting "spot", and a parametric distance along a path
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*/
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struct SpotOrder
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{
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float t; ///< parametric distance along ray where this spot first has LOS to our path
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union
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{
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HidingSpot *spot; ///< the spot to look at
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unsigned int id; ///< spot ID for save/load
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};
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};
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typedef std::list<SpotOrder> SpotOrderList;
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/**
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* This struct stores possible path segments thru a CNavArea, and the dangerous spots
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* to look at as we traverse that path segment.
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*/
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struct SpotEncounter
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{
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NavConnect from;
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NavDirType fromDir;
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NavConnect to;
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NavDirType toDir;
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Ray path; ///< the path segment
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SpotOrderList spotList; ///< list of spots to look at, in order of occurrence
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};
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typedef std::list<SpotEncounter> SpotEncounterList;
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//-------------------------------------------------------------------------------------------------------------------
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/**
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* A CNavArea is a rectangular region defining a walkable area in the map
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*/
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class CNavArea
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{
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public:
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CNavArea( CNavNode *nwNode, CNavNode *neNode, CNavNode *seNode, CNavNode *swNode );
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CNavArea( void );
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CNavArea( const Vector *corner, const Vector *otherCorner );
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CNavArea( const Vector *nwCorner, const Vector *neCorner, const Vector *seCorner, const Vector *swCorner );
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~CNavArea();
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void ConnectTo( CNavArea *area, NavDirType dir ); ///< connect this area to given area in given direction
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void Disconnect( CNavArea *area ); ///< disconnect this area from given area
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void Save( FILE *fp ) const;
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void Save( int fd, unsigned int version );
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void Load( SteamFile *file, unsigned int version );
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NavErrorType PostLoad( void );
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unsigned int GetID( void ) const { return m_id; }
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void SetAttributes( unsigned char bits ) { m_attributeFlags = bits; }
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unsigned char GetAttributes( void ) const { return m_attributeFlags; }
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void SetPlace( Place place ) { m_place = place; } ///< set place descriptor
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Place GetPlace( void ) const { return m_place; } ///< get place descriptor
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bool IsOverlapping( const Vector *pos ) const; ///< return true if 'pos' is within 2D extents of area.
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bool IsOverlapping( const CNavArea *area ) const; ///< return true if 'area' overlaps our 2D extents
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bool IsOverlappingX( const CNavArea *area ) const; ///< return true if 'area' overlaps our X extent
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bool IsOverlappingY( const CNavArea *area ) const; ///< return true if 'area' overlaps our Y extent
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int GetPlayerCount( int teamID = 0, CBasePlayer *ignore = NULL ) const; ///< return number of players with given teamID in this area (teamID == 0 means any/all)
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float GetZ( const Vector *pos ) const; ///< return Z of area at (x,y) of 'pos'
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float GetZ( float x, float y ) const; ///< return Z of area at (x,y) of 'pos'
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bool Contains( const Vector *pos ) const; ///< return true if given point is on or above this area, but no others
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bool IsCoplanar( const CNavArea *area ) const; ///< return true if this area and given area are approximately co-planar
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void GetClosestPointOnArea( const Vector *pos, Vector *close ) const; ///< return closest point to 'pos' on this area - returned point in 'close'
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float GetDistanceSquaredToPoint( const Vector *pos ) const; ///< return shortest distance between point and this area
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bool IsDegenerate( void ) const; ///< return true if this area is badly formed
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bool IsEdge( NavDirType dir ) const; ///< return true if there are no bi-directional links on the given side
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int GetAdjacentCount( NavDirType dir ) const { return m_connect[ dir ].size(); } ///< return number of connected areas in given direction
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CNavArea *GetAdjacentArea( NavDirType dir, int i ) const; /// return the i'th adjacent area in the given direction
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CNavArea *GetRandomAdjacentArea( NavDirType dir ) const;
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const NavConnectList *GetAdjacentList( NavDirType dir ) const { return &m_connect[dir]; }
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bool IsConnected( const CNavArea *area, NavDirType dir ) const; ///< return true if given area is connected in given direction
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float ComputeHeightChange( const CNavArea *area ); ///< compute change in height from this area to given area
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const NavLadderList *GetLadderList( LadderDirectionType dir ) const { return &m_ladder[dir]; }
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void ComputePortal( const CNavArea *to, NavDirType dir, Vector *center, float *halfWidth ) const; ///< compute portal to adjacent area
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void ComputeClosestPointInPortal( const CNavArea *to, NavDirType dir, const Vector *fromPos, Vector *closePos ) const; ///< compute closest point within the "portal" between to adjacent areas
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NavDirType ComputeDirection( Vector *point ) const; ///< return direction from this area to the given point
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//- for hunting algorithm ---------------------------------------------------------------------------
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void SetClearedTimestamp( int teamID ) { m_clearedTimestamp[ teamID ] = gpGlobals->time; } ///< set this area's "clear" timestamp to now
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float GetClearedTimestamp( int teamID ) { return m_clearedTimestamp[ teamID ]; } ///< get time this area was marked "clear"
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//- hiding spots ------------------------------------------------------------------------------------
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const HidingSpotList *GetHidingSpotList( void ) const { return &m_hidingSpotList; }
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void ComputeHidingSpots( void ); ///< analyze local area neighborhood to find "hiding spots" in this area - for map learning
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void ComputeSniperSpots( void ); ///< analyze local area neighborhood to find "sniper spots" in this area - for map learning
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SpotEncounter *GetSpotEncounter( const CNavArea *from, const CNavArea *to ); ///< given the areas we are moving between, return the spots we will encounter
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void ComputeSpotEncounters( void ); ///< compute spot encounter data - for map learning
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//- "danger" ----------------------------------------------------------------------------------------
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void IncreaseDanger( int teamID, float amount ); ///< increase the danger of this area for the given team
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float GetDanger( int teamID ); ///< return the danger of this area (decays over time)
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float GetSizeX( void ) const { return m_extent.hi.x - m_extent.lo.x; }
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float GetSizeY( void ) const { return m_extent.hi.y - m_extent.lo.y; }
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const Extent *GetExtent( void ) const { return &m_extent; }
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const Vector *GetCenter( void ) const { return &m_center; }
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const Vector *GetCorner( NavCornerType corner ) const;
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//- approach areas ----------------------------------------------------------------------------------
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struct ApproachInfo
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{
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NavConnect here; ///< the approach area
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NavConnect prev; ///< the area just before the approach area on the path
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NavTraverseType prevToHereHow;
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NavConnect next; ///< the area just after the approach area on the path
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NavTraverseType hereToNextHow;
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};
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const ApproachInfo *GetApproachInfo( int i ) const { return &m_approach[i]; }
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int GetApproachInfoCount( void ) const { return m_approachCount; }
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void ComputeApproachAreas( void ); ///< determine the set of "approach areas" - for map learning
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//- A* pathfinding algorithm ------------------------------------------------------------------------
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static void MakeNewMarker( void ) { ++m_masterMarker; if (m_masterMarker == 0) m_masterMarker = 1; }
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void Mark( void ) { m_marker = m_masterMarker; }
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BOOL IsMarked( void ) const { return (m_marker == m_masterMarker) ? true : false; }
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void SetParent( CNavArea *parent, NavTraverseType how = NUM_TRAVERSE_TYPES ) { m_parent = parent; m_parentHow = how; }
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CNavArea *GetParent( void ) const { return m_parent; }
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NavTraverseType GetParentHow( void ) const { return m_parentHow; }
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bool IsOpen( void ) const; ///< true if on "open list"
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void AddToOpenList( void ); ///< add to open list in decreasing value order
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void UpdateOnOpenList( void ); ///< a smaller value has been found, update this area on the open list
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void RemoveFromOpenList( void );
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static bool IsOpenListEmpty( void );
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static CNavArea *PopOpenList( void ); ///< remove and return the first element of the open list
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bool IsClosed( void ) const; ///< true if on "closed list"
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void AddToClosedList( void ); ///< add to the closed list
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void RemoveFromClosedList( void );
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static void ClearSearchLists( void ); ///< clears the open and closed lists for a new search
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void SetTotalCost( float value ) { m_totalCost = value; }
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float GetTotalCost( void ) const { return m_totalCost; }
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void SetCostSoFar( float value ) { m_costSoFar = value; }
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float GetCostSoFar( void ) const { return m_costSoFar; }
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//- editing -----------------------------------------------------------------------------------------
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void Draw( byte red, byte green, byte blue, int duration = 50 ); ///< draw area for debugging & editing
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void DrawConnectedAreas( void );
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void DrawMarkedCorner( NavCornerType corner, byte red, byte green, byte blue, int duration = 50 );
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bool SplitEdit( bool splitAlongX, float splitEdge, CNavArea **outAlpha = NULL, CNavArea **outBeta = NULL ); ///< split this area into two areas at the given edge
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bool MergeEdit( CNavArea *adj ); ///< merge this area and given adjacent area
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bool SpliceEdit( CNavArea *other ); ///< create a new area between this area and given area
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void RaiseCorner( NavCornerType corner, int amount ); ///< raise/lower a corner (or all corners if corner == NUM_CORNERS)
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//- ladders -----------------------------------------------------------------------------------------
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void AddLadderUp( CNavLadder *ladder ) { m_ladder[ LADDER_UP ].push_back( ladder ); }
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void AddLadderDown( CNavLadder *ladder ) { m_ladder[ LADDER_DOWN ].push_back( ladder ); }
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private:
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friend void ConnectGeneratedAreas( void );
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friend void MergeGeneratedAreas( void );
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friend void MarkJumpAreas( void );
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friend bool SaveNavigationMap( const char *filename );
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friend NavErrorType LoadNavigationMap( void );
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friend void DestroyNavigationMap( void );
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friend void DestroyHidingSpots( void );
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friend void StripNavigationAreas( void );
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friend class CNavAreaGrid;
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friend class CCSBotManager;
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void Initialize( void ); ///< to keep constructors consistent
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static bool m_isReset; ///< if true, don't bother cleaning up in destructor since everything is going away
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static unsigned int m_nextID; ///< used to allocate unique IDs
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unsigned int m_id; ///< unique area ID
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Extent m_extent; ///< extents of area in world coords (NOTE: lo.z is not necessarily the minimum Z, but corresponds to Z at point (lo.x, lo.y), etc
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Vector m_center; ///< centroid of area
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unsigned char m_attributeFlags; ///< set of attribute bit flags (see NavAttributeType)
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Place m_place; ///< place descriptor
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/// height of the implicit corners
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float m_neZ;
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float m_swZ;
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enum { MAX_AREA_TEAMS = 2 };
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//- for hunting -------------------------------------------------------------------------------------
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float m_clearedTimestamp[ MAX_AREA_TEAMS ]; ///< time this area was last "cleared" of enemies
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//- "danger" ----------------------------------------------------------------------------------------
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float m_danger[ MAX_AREA_TEAMS ]; ///< danger of this area, allowing bots to avoid areas where they died in the past - zero is no danger
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float m_dangerTimestamp[ MAX_AREA_TEAMS ]; ///< time when danger value was set - used for decaying
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void DecayDanger( void );
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//- hiding spots ------------------------------------------------------------------------------------
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HidingSpotList m_hidingSpotList;
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bool IsHidingSpotCollision( const Vector *pos ) const; ///< returns true if an existing hiding spot is too close to given position
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//- encounter spots ---------------------------------------------------------------------------------
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SpotEncounterList m_spotEncounterList; ///< list of possible ways to move thru this area, and the spots to look at as we do
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void AddSpotEncounters( const CNavArea *from, NavDirType fromDir, const CNavArea *to, NavDirType toDir ); ///< add spot encounter data when moving from area to area
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//- approach areas ----------------------------------------------------------------------------------
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enum { MAX_APPROACH_AREAS = 16 };
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ApproachInfo m_approach[ MAX_APPROACH_AREAS ];
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unsigned char m_approachCount;
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void Strip( void ); ///< remove "analyzed" data from nav area
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//- A* pathfinding algorithm ------------------------------------------------------------------------
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static unsigned int m_masterMarker;
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unsigned int m_marker; ///< used to flag the area as visited
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CNavArea *m_parent; ///< the area just prior to this on in the search path
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NavTraverseType m_parentHow; ///< how we get from parent to us
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float m_totalCost; ///< the distance so far plus an estimate of the distance left
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float m_costSoFar; ///< distance travelled so far
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static CNavArea *m_openList;
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CNavArea *m_nextOpen, *m_prevOpen; ///< only valid if m_openMarker == m_masterMarker
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unsigned int m_openMarker; ///< if this equals the current marker value, we are on the open list
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//- connections to adjacent areas -------------------------------------------------------------------
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NavConnectList m_connect[ NUM_DIRECTIONS ]; ///< a list of adjacent areas for each direction
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NavLadderList m_ladder[ NUM_LADDER_DIRECTIONS ]; ///< list of ladders leading up and down from this area
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//---------------------------------------------------------------------------------------------------
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CNavNode *m_node[ NUM_CORNERS ]; ///< nav nodes at each corner of the area
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void FinishMerge( CNavArea *adjArea ); ///< recompute internal data once nodes have been adjusted during merge
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void MergeAdjacentConnections( CNavArea *adjArea ); ///< for merging with "adjArea" - pick up all of "adjArea"s connections
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void AssignNodes( CNavArea *area ); ///< assign internal nodes to the given area
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void FinishSplitEdit( CNavArea *newArea, NavDirType ignoreEdge ); ///< given the portion of the original area, update its internal data
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std::list<CNavArea *> m_overlapList; ///< list of areas that overlap this area
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void OnDestroyNotify( CNavArea *dead ); ///< invoked when given area is going away
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CNavArea *m_prevHash, *m_nextHash; ///< for hash table in CNavAreaGrid
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};
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typedef std::list<CNavArea *> NavAreaList;
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extern NavAreaList TheNavAreaList;
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//
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// Inlines
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//
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inline bool CNavArea::IsDegenerate( void ) const
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{
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return (m_extent.lo.x >= m_extent.hi.x || m_extent.lo.y >= m_extent.hi.y);
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}
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inline CNavArea *CNavArea::GetAdjacentArea( NavDirType dir, int i ) const
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{
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NavConnectList::const_iterator iter;
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for( iter = m_connect[dir].begin(); iter != m_connect[dir].end(); ++iter )
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{
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if (i == 0)
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return (*iter).area;
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--i;
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}
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return NULL;
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}
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inline bool CNavArea::IsOpen( void ) const
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{
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return (m_openMarker == m_masterMarker) ? true : false;
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}
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inline bool CNavArea::IsOpenListEmpty( void )
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{
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return (m_openList) ? false : true;
|
|
}
|
|
|
|
inline CNavArea *CNavArea::PopOpenList( void )
|
|
{
|
|
if (m_openList)
|
|
{
|
|
CNavArea *area = m_openList;
|
|
|
|
// disconnect from list
|
|
area->RemoveFromOpenList();
|
|
|
|
return area;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
inline bool CNavArea::IsClosed( void ) const
|
|
{
|
|
if (IsMarked() && !IsOpen())
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
inline void CNavArea::AddToClosedList( void )
|
|
{
|
|
Mark();
|
|
}
|
|
|
|
inline void CNavArea::RemoveFromClosedList( void )
|
|
{
|
|
// since "closed" is defined as visited (marked) and not on open list, do nothing
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
|
|
/**
|
|
* The CNavAreaGrid is used to efficiently access navigation areas by world position.
|
|
* Each cell of the grid contains a list of areas that overlap it.
|
|
* Given a world position, the corresponding grid cell is ( x/cellsize, y/cellsize ).
|
|
*/
|
|
class CNavAreaGrid
|
|
{
|
|
public:
|
|
CNavAreaGrid( void );
|
|
~CNavAreaGrid();
|
|
|
|
void Reset( void ); ///< clear the grid to empty
|
|
void Initialize( float minX, float maxX, float minY, float maxY ); ///< clear and reset the grid to the given extents
|
|
void AddNavArea( CNavArea *area ); ///< add an area to the grid
|
|
void RemoveNavArea( CNavArea *area ); ///< remove an area from the grid
|
|
unsigned int GetNavAreaCount( void ) const { return m_areaCount; } ///< return total number of nav areas
|
|
|
|
CNavArea *GetNavArea( const Vector *pos, float beneathLimt = 120.0f ) const; ///< given a position, return the nav area that IsOverlapping and is *immediately* beneath it
|
|
CNavArea *GetNavAreaByID( unsigned int id ) const;
|
|
CNavArea *GetNearestNavArea( const Vector *pos, bool anyZ = false ) const;
|
|
|
|
Place GetPlace( const Vector *pos ) const; ///< return radio chatter place for given coordinate
|
|
|
|
private:
|
|
const float m_cellSize;
|
|
NavAreaList *m_grid;
|
|
int m_gridSizeX;
|
|
int m_gridSizeY;
|
|
float m_minX;
|
|
float m_minY;
|
|
unsigned int m_areaCount; ///< total number of nav areas
|
|
|
|
enum { HASH_TABLE_SIZE = 256 };
|
|
CNavArea *m_hashTable[ HASH_TABLE_SIZE ]; ///< hash table to optimize lookup by ID
|
|
inline int ComputeHashKey( unsigned int id ) const ///< returns a hash key for the given nav area ID
|
|
{
|
|
return id & 0xFF;
|
|
}
|
|
|
|
|
|
inline int WorldToGridX( float wx ) const
|
|
{
|
|
int x = (wx - m_minX) / m_cellSize;
|
|
if (x < 0)
|
|
x = 0;
|
|
else if (x >= m_gridSizeX)
|
|
x = m_gridSizeX-1;
|
|
|
|
return x;
|
|
}
|
|
|
|
inline int WorldToGridY( float wy ) const
|
|
{
|
|
int y = (wy - m_minY) / m_cellSize;
|
|
if (y < 0)
|
|
y = 0;
|
|
else if (y >= m_gridSizeY)
|
|
y = m_gridSizeY-1;
|
|
|
|
return y;
|
|
}
|
|
};
|
|
|
|
extern CNavAreaGrid TheNavAreaGrid;
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
//
|
|
// Function prototypes
|
|
//
|
|
extern NavErrorType LoadNavigationMap( void );
|
|
extern void GenerateNavigationAreaMesh( void );
|
|
|
|
extern void SanityCheckNavigationMap( const char *mapName ); ///< Performs a lightweight sanity-check of the specified map's nav mesh
|
|
|
|
extern void ApproachAreaAnalysisPrep( void );
|
|
extern void CleanupApproachAreaAnalysisPrep( void );
|
|
|
|
extern void BuildLadders( void );
|
|
|
|
extern bool TestArea( CNavNode *node, int width, int height );
|
|
extern int BuildArea( CNavNode *node, int width, int height );
|
|
|
|
extern bool GetGroundHeight( const Vector *pos, float *height, Vector *normal = NULL );
|
|
extern bool GetSimpleGroundHeight( const Vector *pos, float *height, Vector *normal = NULL );
|
|
|
|
class CBasePlayer;
|
|
class CBaseEntity;
|
|
|
|
extern bool IsSpotOccupied( CBaseEntity *me, const Vector *pos ); // if a player is at the given spot, return true
|
|
|
|
extern const Vector *FindNearbyHidingSpot( CBaseEntity *me, const Vector *pos, CNavArea *currentArea, float maxRange = 1000.0f, bool isSniper = false, bool useNearest = false );
|
|
extern const Vector *FindRandomHidingSpot( CBaseEntity *me, Place place, bool isSniper = false );
|
|
|
|
#define NO_CROUCH_SPOTS false
|
|
extern const Vector *FindNearbyRetreatSpot( CBaseEntity *me, const Vector *start, CNavArea *startArea, float maxRange = 1000.0f, int avoidTeam = 0, bool useCrouchAreas = true );
|
|
|
|
/// return true if moving from "start" to "finish" will cross a player's line of fire.
|
|
extern bool IsCrossingLineOfFire( const Vector &start, const Vector &finish, CBaseEntity *ignore = NULL, int ignoreTeam = 0 );
|
|
|
|
extern void IncreaseDangerNearby( int teamID, float amount, CNavArea *area, const Vector *pos, float maxRadius );
|
|
extern void DrawDanger( void );
|
|
|
|
enum NavEditCmdType
|
|
{
|
|
EDIT_NONE,
|
|
EDIT_DELETE, ///< delete current area
|
|
EDIT_SPLIT, ///< split current area
|
|
EDIT_MERGE, ///< merge adjacent areas
|
|
EDIT_JOIN, ///< define connection between areas
|
|
EDIT_BREAK, ///< break connection between areas
|
|
EDIT_MARK, ///< mark an area for further operations
|
|
EDIT_ATTRIB_CROUCH, ///< toggle crouch attribute on current area
|
|
EDIT_ATTRIB_JUMP, ///< toggle jump attribute on current area
|
|
EDIT_ATTRIB_PRECISE, ///< toggle precise attribute on current area
|
|
EDIT_ATTRIB_NO_JUMP, ///< toggle inhibiting discontinuity jumping in current area
|
|
EDIT_BEGIN_AREA, ///< begin creating a new nav area
|
|
EDIT_END_AREA, ///< end creation of the new nav area
|
|
EDIT_CONNECT, ///< connect marked area to selected area
|
|
EDIT_DISCONNECT, ///< disconnect marked area from selected area
|
|
EDIT_SPLICE, ///< create new area in between marked and selected areas
|
|
EDIT_TOGGLE_PLACE_MODE, ///< switch between normal and place editing
|
|
EDIT_TOGGLE_PLACE_PAINTING, ///< switch between "painting" places onto areas
|
|
EDIT_PLACE_FLOODFILL, ///< floodfill areas out from current area
|
|
EDIT_PLACE_PICK, ///< "pick up" the place at the current area
|
|
EDIT_MARK_UNNAMED, ///< mark an unnamed area for further operations
|
|
EDIT_WARP_TO_MARK, ///< warp a spectating local player to the selected mark
|
|
EDIT_SELECT_CORNER, ///< select a corner on the current area
|
|
EDIT_RAISE_CORNER, ///< raise a corner on the current area
|
|
EDIT_LOWER_CORNER, ///< lower a corner on the current area
|
|
};
|
|
|
|
extern void EditNavAreasReset( void );
|
|
extern void EditNavAreas( NavEditCmdType cmd );
|
|
extern CNavArea *GetMarkedArea( void );
|
|
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
//
|
|
// Templates
|
|
//
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Functor used with NavAreaBuildPath()
|
|
*/
|
|
class ShortestPathCost
|
|
{
|
|
public:
|
|
float operator() ( CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder )
|
|
{
|
|
if (fromArea == NULL)
|
|
{
|
|
// first area in path, no cost
|
|
return 0.0f;
|
|
}
|
|
else
|
|
{
|
|
// compute distance travelled along path so far
|
|
float dist;
|
|
|
|
if (ladder)
|
|
dist = ladder->m_length;
|
|
else
|
|
dist = (*area->GetCenter() - *fromArea->GetCenter()).Length();
|
|
|
|
float cost = dist + fromArea->GetCostSoFar();
|
|
|
|
// if this is a "crouch" area, add penalty
|
|
if (area->GetAttributes() & NAV_CROUCH)
|
|
{
|
|
const float crouchPenalty = 20.0f; // 10
|
|
cost += crouchPenalty * dist;
|
|
}
|
|
|
|
// if this is a "jump" area, add penalty
|
|
if (area->GetAttributes() & NAV_JUMP)
|
|
{
|
|
const float jumpPenalty = 5.0f;
|
|
cost += jumpPenalty * dist;
|
|
}
|
|
|
|
return cost;
|
|
}
|
|
}
|
|
};
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Find path from startArea to goalArea via an A* search, using supplied cost heuristic.
|
|
* If cost functor returns -1 for an area, that area is considered a dead end.
|
|
* This doesn't actually build a path, but the path is defined by following parent
|
|
* pointers back from goalArea to startArea.
|
|
* If 'closestArea' is non-NULL, the closest area to the goal is returned (useful if the path fails).
|
|
* If 'goalArea' is NULL, will compute a path as close as possible to 'goalPos'.
|
|
* If 'goalPos' is NULL, will use the center of 'goalArea' as the goal position.
|
|
* Returns true if a path exists.
|
|
*/
|
|
template< typename CostFunctor >
|
|
bool NavAreaBuildPath( CNavArea *startArea, CNavArea *goalArea, const Vector *goalPos, CostFunctor &costFunc, CNavArea **closestArea = NULL )
|
|
{
|
|
if (closestArea)
|
|
*closestArea = NULL;
|
|
|
|
if (startArea == NULL)
|
|
return false;
|
|
|
|
//
|
|
// If goalArea is NULL, this function will return the closest area to the goal.
|
|
// However, if there is also no goal, we can't do anything.
|
|
//
|
|
if (goalArea == NULL && goalPos == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
startArea->SetParent( NULL );
|
|
|
|
// if we are already in the goal area, build trivial path
|
|
if (startArea == goalArea)
|
|
{
|
|
goalArea->SetParent( NULL );
|
|
|
|
if (closestArea)
|
|
*closestArea = goalArea;
|
|
|
|
return true;
|
|
}
|
|
|
|
// determine actual goal position
|
|
Vector actualGoalPos = (goalPos) ? *goalPos : *goalArea->GetCenter();
|
|
|
|
// start search
|
|
CNavArea::ClearSearchLists();
|
|
|
|
// compute estimate of path length
|
|
/// @todo Cost might work as "manhattan distance"
|
|
startArea->SetTotalCost( (*startArea->GetCenter() - actualGoalPos).Length() );
|
|
|
|
float initCost = costFunc( startArea, NULL, NULL );
|
|
if (initCost < 0.0f)
|
|
return false;
|
|
startArea->SetCostSoFar( initCost );
|
|
|
|
startArea->AddToOpenList();
|
|
|
|
// keep track of the area we visit that is closest to the goal
|
|
if (closestArea)
|
|
*closestArea = startArea;
|
|
float closestAreaDist = startArea->GetTotalCost();
|
|
|
|
// do A* search
|
|
while( !CNavArea::IsOpenListEmpty() )
|
|
{
|
|
// get next area to check
|
|
CNavArea *area = CNavArea::PopOpenList();
|
|
|
|
// check if we have found the goal area
|
|
if (area == goalArea)
|
|
{
|
|
if (closestArea)
|
|
*closestArea = goalArea;
|
|
|
|
return true;
|
|
}
|
|
|
|
// search adjacent areas
|
|
bool searchFloor = true;
|
|
int dir = NORTH;
|
|
const NavConnectList *floorList = area->GetAdjacentList( NORTH );
|
|
NavConnectList::const_iterator floorIter = floorList->begin();
|
|
|
|
bool ladderUp = true;
|
|
const NavLadderList *ladderList = NULL;
|
|
NavLadderList::const_iterator ladderIter;
|
|
enum { AHEAD = 0, LEFT, RIGHT, BEHIND, NUM_TOP_DIRECTIONS };
|
|
int ladderTopDir;
|
|
|
|
while(true)
|
|
{
|
|
CNavArea *newArea;
|
|
NavTraverseType how;
|
|
const CNavLadder *ladder = NULL;
|
|
|
|
//
|
|
// Get next adjacent area - either on floor or via ladder
|
|
//
|
|
if (searchFloor)
|
|
{
|
|
// if exhausted adjacent connections in current direction, begin checking next direction
|
|
if (floorIter == floorList->end())
|
|
{
|
|
++dir;
|
|
|
|
if (dir == NUM_DIRECTIONS)
|
|
{
|
|
// checked all directions on floor - check ladders next
|
|
searchFloor = false;
|
|
|
|
ladderList = area->GetLadderList( LADDER_UP );
|
|
ladderIter = ladderList->begin();
|
|
ladderTopDir = AHEAD;
|
|
}
|
|
else
|
|
{
|
|
// start next direction
|
|
floorList = area->GetAdjacentList( (NavDirType)dir );
|
|
floorIter = floorList->begin();
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
newArea = (*floorIter).area;
|
|
how = (NavTraverseType)dir;
|
|
++floorIter;
|
|
}
|
|
else // search ladders
|
|
{
|
|
if (ladderIter == ladderList->end())
|
|
{
|
|
if (!ladderUp)
|
|
{
|
|
// checked both ladder directions - done
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
// check down ladders
|
|
ladderUp = false;
|
|
ladderList = area->GetLadderList( LADDER_DOWN );
|
|
ladderIter = ladderList->begin();
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (ladderUp)
|
|
{
|
|
ladder = *ladderIter;
|
|
|
|
// cannot use this ladder if the ladder bottom is hanging above our head
|
|
if (ladder->m_isDangling)
|
|
{
|
|
++ladderIter;
|
|
continue;
|
|
}
|
|
|
|
// do not use BEHIND connection, as its very hard to get to when going up a ladder
|
|
if (ladderTopDir == AHEAD)
|
|
newArea = ladder->m_topForwardArea;
|
|
else if (ladderTopDir == LEFT)
|
|
newArea = ladder->m_topLeftArea;
|
|
else if (ladderTopDir == RIGHT)
|
|
newArea = ladder->m_topRightArea;
|
|
else
|
|
{
|
|
++ladderIter;
|
|
continue;
|
|
}
|
|
|
|
how = GO_LADDER_UP;
|
|
++ladderTopDir;
|
|
}
|
|
else
|
|
{
|
|
newArea = (*ladderIter)->m_bottomArea;
|
|
how = GO_LADDER_DOWN;
|
|
ladder = (*ladderIter);
|
|
++ladderIter;
|
|
}
|
|
|
|
if (newArea == NULL)
|
|
continue;
|
|
}
|
|
|
|
// don't backtrack
|
|
if (newArea == area)
|
|
continue;
|
|
|
|
float newCostSoFar = costFunc( newArea, area, ladder );
|
|
|
|
// check if cost functor says this area is a dead-end
|
|
if (newCostSoFar < 0.0f)
|
|
continue;
|
|
|
|
if ((newArea->IsOpen() || newArea->IsClosed()) && newArea->GetCostSoFar() <= newCostSoFar)
|
|
{
|
|
// this is a worse path - skip it
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
// compute estimate of distance left to go
|
|
float newCostRemaining = (*newArea->GetCenter() - actualGoalPos).Length();
|
|
|
|
// track closest area to goal in case path fails
|
|
if (closestArea && newCostRemaining < closestAreaDist)
|
|
{
|
|
*closestArea = newArea;
|
|
closestAreaDist = newCostRemaining;
|
|
}
|
|
|
|
newArea->SetParent( area, how );
|
|
newArea->SetCostSoFar( newCostSoFar );
|
|
newArea->SetTotalCost( newCostSoFar + newCostRemaining );
|
|
|
|
if (newArea->IsClosed())
|
|
newArea->RemoveFromClosedList();
|
|
|
|
if (newArea->IsOpen())
|
|
{
|
|
// area already on open list, update the list order to keep costs sorted
|
|
newArea->UpdateOnOpenList();
|
|
}
|
|
else
|
|
{
|
|
newArea->AddToOpenList();
|
|
}
|
|
}
|
|
}
|
|
|
|
// we have searched this area
|
|
area->AddToClosedList();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Compute distance between two areas. Return -1 if can't reach 'endArea' from 'startArea'.
|
|
*/
|
|
template< typename CostFunctor >
|
|
float NavAreaTravelDistance( CNavArea *startArea, CNavArea *endArea, CostFunctor &costFunc )
|
|
{
|
|
if (startArea == NULL)
|
|
return -1.0f;
|
|
|
|
if (endArea == NULL)
|
|
return -1.0f;
|
|
|
|
if (startArea == endArea)
|
|
return 0.0f;
|
|
|
|
// compute path between areas using given cost heuristic
|
|
if (NavAreaBuildPath( startArea, endArea, NULL, costFunc ) == false)
|
|
return -1.0f;
|
|
|
|
// compute distance along path
|
|
float distance = 0.0f;
|
|
for( CNavArea *area = endArea; area->GetParent(); area = area->GetParent() )
|
|
{
|
|
distance += (*area->GetCenter() - *area->GetParent()->GetCenter()).Length();
|
|
}
|
|
|
|
return distance;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Compute distance from area to position. Return -1 if can't reach position.
|
|
*/
|
|
template< typename CostFunctor >
|
|
float NavAreaTravelDistance( const Vector *startPos, CNavArea *startArea, const Vector *goalPos, CostFunctor &costFunc )
|
|
{
|
|
if (startArea == NULL || startPos == NULL || goalPos == NULL)
|
|
return -1.0f;
|
|
|
|
// compute path between areas using given cost heuristic
|
|
CNavArea *goalArea = NULL;
|
|
if (NavAreaBuildPath( startArea, TheNavAreaGrid.GetNearestNavArea( goalPos ), goalPos, costFunc, &goalArea ) == false)
|
|
return -1.0f;
|
|
|
|
if (goalArea == NULL)
|
|
return -1.0f;
|
|
|
|
// compute distance along path
|
|
if (goalArea->GetParent() == NULL)
|
|
{
|
|
return (*goalPos - *startPos).Length();
|
|
}
|
|
else
|
|
{
|
|
CNavArea *area = goalArea->GetParent();
|
|
|
|
float distance = (*goalPos - *area->GetCenter()).Length();
|
|
|
|
for( ; area->GetParent(); area = area->GetParent() )
|
|
{
|
|
distance += (*area->GetCenter() - *area->GetParent()->GetCenter()).Length();
|
|
}
|
|
|
|
return distance;
|
|
}
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Do a breadth-first search, invoking functor on each area.
|
|
* If functor returns 'true', continue searching from this area.
|
|
* If functor returns 'false', the area's adjacent areas are not explored (dead end).
|
|
* If 'maxRange' is 0 or less, no range check is done (all areas will be examined).
|
|
*
|
|
* NOTE: Returns all areas that overlap range, even partially
|
|
*
|
|
* @todo Use ladder connections
|
|
*/
|
|
|
|
// helper function
|
|
inline void AddAreaToOpenList( CNavArea *area, CNavArea *parent, const Vector *startPos, float maxRange )
|
|
{
|
|
if (area == NULL)
|
|
return;
|
|
|
|
if (!area->IsMarked())
|
|
{
|
|
area->Mark();
|
|
area->SetTotalCost( 0.0f );
|
|
area->SetParent( parent );
|
|
|
|
if (maxRange > 0.0f)
|
|
{
|
|
// make sure this area overlaps range
|
|
Vector closePos;
|
|
area->GetClosestPointOnArea( startPos, &closePos );
|
|
if ((closePos - *startPos).Make2D().IsLengthLessThan( maxRange ))
|
|
{
|
|
// compute approximate distance along path to limit travel range, too
|
|
float distAlong = parent->GetCostSoFar();
|
|
distAlong += (*area->GetCenter() - *parent->GetCenter()).Length();
|
|
area->SetCostSoFar( distAlong );
|
|
|
|
// allow for some fudge due to large size areas
|
|
if (distAlong <= 1.5f * maxRange)
|
|
area->AddToOpenList();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// infinite range
|
|
area->AddToOpenList();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
template < typename Functor >
|
|
void SearchSurroundingAreas( CNavArea *startArea, const Vector *startPos, Functor &func, float maxRange = -1.0f )
|
|
{
|
|
if (startArea == NULL || startPos == NULL)
|
|
return;
|
|
|
|
CNavArea::MakeNewMarker();
|
|
CNavArea::ClearSearchLists();
|
|
|
|
startArea->AddToOpenList();
|
|
startArea->SetTotalCost( 0.0f );
|
|
startArea->SetCostSoFar( 0.0f );
|
|
startArea->SetParent( NULL );
|
|
startArea->Mark();
|
|
|
|
while( !CNavArea::IsOpenListEmpty() )
|
|
{
|
|
// get next area to check
|
|
CNavArea *area = CNavArea::PopOpenList();
|
|
|
|
// invoke functor on area
|
|
if (func( area ))
|
|
{
|
|
// explore adjacent floor areas
|
|
for( int dir=0; dir<NUM_DIRECTIONS; ++dir )
|
|
{
|
|
int count = area->GetAdjacentCount( (NavDirType)dir );
|
|
for( int i=0; i<count; ++i )
|
|
{
|
|
CNavArea *adjArea = area->GetAdjacentArea( (NavDirType)dir, i );
|
|
|
|
AddAreaToOpenList( adjArea, area, startPos, maxRange );
|
|
}
|
|
}
|
|
|
|
|
|
// explore adjacent areas connected by ladders
|
|
NavLadderList::const_iterator ladderIt;
|
|
|
|
// check up ladders
|
|
const NavLadderList *ladderList = area->GetLadderList( LADDER_UP );
|
|
if (ladderList)
|
|
{
|
|
for( ladderIt = ladderList->begin(); ladderIt != ladderList->end(); ++ladderIt )
|
|
{
|
|
const CNavLadder *ladder = *ladderIt;
|
|
|
|
// cannot use this ladder if the ladder bottom is hanging above our head
|
|
if (ladder->m_isDangling)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// do not use BEHIND connection, as its very hard to get to when going up a ladder
|
|
AddAreaToOpenList( ladder->m_topForwardArea, area, startPos, maxRange );
|
|
AddAreaToOpenList( ladder->m_topLeftArea, area, startPos, maxRange );
|
|
AddAreaToOpenList( ladder->m_topRightArea, area, startPos, maxRange );
|
|
}
|
|
}
|
|
|
|
// check down ladders
|
|
ladderList = area->GetLadderList( LADDER_DOWN );
|
|
if (ladderList)
|
|
{
|
|
for( ladderIt = ladderList->begin(); ladderIt != ladderList->end(); ++ladderIt )
|
|
{
|
|
const CNavLadder *ladder = *ladderIt;
|
|
|
|
AddAreaToOpenList( ladder->m_bottomArea, area, startPos, maxRange );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Apply the functor to all navigation areas
|
|
*/
|
|
template < typename Functor >
|
|
void ForAllAreas( Functor &func )
|
|
{
|
|
NavAreaList::iterator iter;
|
|
for( iter = TheNavAreaList.begin(); iter != TheNavAreaList.end(); ++iter )
|
|
{
|
|
CNavArea *area = *iter;
|
|
func( area );
|
|
}
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Fuctor that returns lowest cost for farthest away areas
|
|
* For use with FindMinimumCostArea()
|
|
*/
|
|
class FarAwayFunctor
|
|
{
|
|
public:
|
|
float operator() ( CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder )
|
|
{
|
|
if (area == fromArea)
|
|
return 9999999.9f;
|
|
|
|
return 1.0f/(*fromArea->GetCenter() - *area->GetCenter()).Length();
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Fuctor that returns lowest cost for areas farthest from given position
|
|
* For use with FindMinimumCostArea()
|
|
*/
|
|
class FarAwayFromPositionFunctor
|
|
{
|
|
public:
|
|
FarAwayFromPositionFunctor( const Vector *pos )
|
|
{
|
|
m_pos = pos;
|
|
}
|
|
|
|
float operator() ( CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder )
|
|
{
|
|
return 1.0f/(*m_pos - *area->GetCenter()).Length();
|
|
}
|
|
|
|
private:
|
|
const Vector *m_pos;
|
|
};
|
|
|
|
|
|
/**
|
|
* Pick a low-cost area of "decent" size
|
|
*/
|
|
template< typename CostFunctor >
|
|
CNavArea *FindMinimumCostArea( CNavArea *startArea, CostFunctor &costFunc )
|
|
{
|
|
const float minSize = 150.0f;
|
|
|
|
// collect N low-cost areas of a decent size
|
|
enum { NUM_CHEAP_AREAS = 32 };
|
|
struct
|
|
{
|
|
CNavArea *area;
|
|
float cost;
|
|
}
|
|
cheapAreaSet[ NUM_CHEAP_AREAS ];
|
|
int cheapAreaSetCount = 0;
|
|
|
|
NavAreaList::iterator iter;
|
|
for( iter = TheNavAreaList.begin(); iter != TheNavAreaList.end(); ++iter )
|
|
{
|
|
CNavArea *area = *iter;
|
|
|
|
// skip the small areas
|
|
const Extent *extent = area->GetExtent();
|
|
if (extent->hi.x - extent->lo.x < minSize || extent->hi.y - extent->lo.y < minSize)
|
|
continue;
|
|
|
|
// compute cost of this area
|
|
float cost = costFunc( area, startArea, NULL );
|
|
|
|
if (cheapAreaSetCount < NUM_CHEAP_AREAS)
|
|
{
|
|
cheapAreaSet[ cheapAreaSetCount ].area = area;
|
|
cheapAreaSet[ cheapAreaSetCount++ ].cost = cost;
|
|
}
|
|
else
|
|
{
|
|
// replace most expensive cost if this is cheaper
|
|
int expensive = 0;
|
|
for( int i=1; i<NUM_CHEAP_AREAS; ++i )
|
|
if (cheapAreaSet[i].cost > cheapAreaSet[expensive].cost)
|
|
expensive = i;
|
|
|
|
if (cheapAreaSet[expensive].cost > cost)
|
|
{
|
|
cheapAreaSet[expensive].area = area;
|
|
cheapAreaSet[expensive].cost = cost;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (cheapAreaSetCount)
|
|
{
|
|
// pick one of the areas at random
|
|
return cheapAreaSet[ RANDOM_LONG( 0, cheapAreaSetCount-1 ) ].area;
|
|
}
|
|
else
|
|
{
|
|
// degenerate case - no decent sized areas - pick a random area
|
|
int numAreas = TheNavAreaList.size();
|
|
int which = RANDOM_LONG( 0, numAreas-1 );
|
|
|
|
NavAreaList::iterator iter;
|
|
for( iter = TheNavAreaList.begin(); iter != TheNavAreaList.end(); ++iter )
|
|
if (which-- == 0)
|
|
break;
|
|
|
|
return *iter;
|
|
}
|
|
}
|
|
|
|
|
|
#endif // _NAV_AREA_H_
|