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363 lines
9.1 KiB
C++
363 lines
9.1 KiB
C++
// nav.h
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// AI Navigation data structures
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// Author: Michael S. Booth (mike@turtlerockstudios.com), January 2003
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#ifndef _NAV_H_
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#define _NAV_H_
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#pragma warning( disable : 4530 ) // STL uses exceptions, but we are not compiling with them - ignore warning
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const float GenerationStepSize = 25.0f; // (30) was 20, but bots can't fit always fit
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const float StepHeight = 18.0f; ///< if delta Z is greater than this, we have to jump to get up
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const float JumpHeight = 41.8f; ///< if delta Z is less than this, we can jump up on it
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const float JumpCrouchHeight = 58.0f; ///< (48) if delta Z is less than or equal to this, we can jumpcrouch up on it
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// Strictly speaking, you CAN get up a slope of 1.643 (about 59 degrees), but you move very, very slowly
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// This slope will represent the slope you can navigate without much slowdown
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const float MaxSlope = 1.4f; ///< rise/run - if greater than this, we can't move up it (de_survivor canyon ramps)
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// instead of MaxSlope, we are using the following max Z component of a unit normal
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const float MaxUnitZSlope = 0.7f;
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const float BotRadius = 10.0f; ///< circular extent that contains bot
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const float DeathDrop = 200.0f; ///< (300) distance at which we will die if we fall - should be about 600, and pay attention to fall damage during pathfind
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const float HalfHumanWidth = 16.0f;
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const float HalfHumanHeight = 36.0f;
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const float HumanHeight = 72.0f;
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#define NAV_MAGIC_NUMBER 0xFEEDFACE ///< to help identify nav files
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/**
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* A place is a named group of navigation areas
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*/
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typedef unsigned int Place;
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#define UNDEFINED_PLACE 0 // ie: "no place"
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#define ANY_PLACE 0xFFFF
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enum NavErrorType
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{
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NAV_OK,
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NAV_CANT_ACCESS_FILE,
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NAV_INVALID_FILE,
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NAV_BAD_FILE_VERSION,
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NAV_CORRUPT_DATA,
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};
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enum NavAttributeType
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{
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NAV_CROUCH = 0x01, ///< must crouch to use this node/area
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NAV_JUMP = 0x02, ///< must jump to traverse this area
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NAV_PRECISE = 0x04, ///< do not adjust for obstacles, just move along area
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NAV_NO_JUMP = 0x08, ///< inhibit discontinuity jumping
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};
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enum NavDirType
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{
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NORTH = 0,
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EAST = 1,
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SOUTH = 2,
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WEST = 3,
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NUM_DIRECTIONS
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};
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/**
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* Defines possible ways to move from one area to another
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*/
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enum NavTraverseType
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{
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// NOTE: First 4 directions MUST match NavDirType
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GO_NORTH = 0,
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GO_EAST,
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GO_SOUTH,
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GO_WEST,
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GO_LADDER_UP,
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GO_LADDER_DOWN,
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GO_JUMP,
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NUM_TRAVERSE_TYPES
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};
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enum NavCornerType
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{
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NORTH_WEST = 0,
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NORTH_EAST = 1,
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SOUTH_EAST = 2,
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SOUTH_WEST = 3,
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NUM_CORNERS
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};
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enum NavRelativeDirType
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{
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FORWARD = 0,
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RIGHT,
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BACKWARD,
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LEFT,
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UP,
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DOWN,
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NUM_RELATIVE_DIRECTIONS
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};
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struct Extent
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{
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Vector lo, hi;
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float SizeX( void ) const { return hi.x - lo.x; }
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float SizeY( void ) const { return hi.y - lo.y; }
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float SizeZ( void ) const { return hi.z - lo.z; }
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float Area( void ) const { return SizeX() * SizeY(); }
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/// return true if 'pos' is inside of this extent
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bool Contains( const Vector *pos ) const
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{
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return (pos->x >= lo.x && pos->x <= hi.x &&
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pos->y >= lo.y && pos->y <= hi.y &&
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pos->z >= lo.z && pos->z <= hi.z);
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}
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};
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struct Ray
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{
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Vector from, to;
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};
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class CNavArea;
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class CNavNode;
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extern Extent NodeMapExtent;
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//--------------------------------------------------------------------------------------------------------------
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inline NavDirType OppositeDirection( NavDirType dir )
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{
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switch( dir )
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{
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case NORTH: return SOUTH;
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case SOUTH: return NORTH;
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case EAST: return WEST;
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case WEST: return EAST;
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}
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return NORTH;
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}
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//--------------------------------------------------------------------------------------------------------------
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inline NavDirType DirectionLeft( NavDirType dir )
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{
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switch( dir )
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{
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case NORTH: return WEST;
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case SOUTH: return EAST;
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case EAST: return NORTH;
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case WEST: return SOUTH;
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}
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return NORTH;
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}
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//--------------------------------------------------------------------------------------------------------------
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inline NavDirType DirectionRight( NavDirType dir )
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{
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switch( dir )
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{
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case NORTH: return EAST;
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case SOUTH: return WEST;
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case EAST: return SOUTH;
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case WEST: return NORTH;
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}
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return NORTH;
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}
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//--------------------------------------------------------------------------------------------------------------
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inline void AddDirectionVector( Vector *v, NavDirType dir, float amount )
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{
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switch( dir )
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{
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case NORTH: v->y -= amount; return;
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case SOUTH: v->y += amount; return;
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case EAST: v->x += amount; return;
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case WEST: v->x -= amount; return;
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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inline float DirectionToAngle( NavDirType dir )
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{
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switch( dir )
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{
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case NORTH: return 270.0f;
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case SOUTH: return 90.0f;
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case EAST: return 0.0f;
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case WEST: return 180.0f;
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}
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return 0.0f;
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}
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//--------------------------------------------------------------------------------------------------------------
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inline NavDirType AngleToDirection( float angle )
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{
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while( angle < 0.0f )
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angle += 360.0f;
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while( angle > 360.0f )
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angle -= 360.0f;
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if (angle < 45 || angle > 315)
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return EAST;
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if (angle >= 45 && angle < 135)
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return SOUTH;
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if (angle >= 135 && angle < 225)
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return WEST;
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return NORTH;
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}
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//--------------------------------------------------------------------------------------------------------------
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inline void DirectionToVector2D( NavDirType dir, Vector2D *v )
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{
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switch( dir )
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{
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case NORTH: v->x = 0.0f; v->y = -1.0f; break;
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case SOUTH: v->x = 0.0f; v->y = 1.0f; break;
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case EAST: v->x = 1.0f; v->y = 0.0f; break;
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case WEST: v->x = -1.0f; v->y = 0.0f; break;
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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inline void SnapToGrid( Vector *pos )
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{
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int cx = pos->x / GenerationStepSize;
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int cy = pos->y / GenerationStepSize;
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pos->x = cx * GenerationStepSize;
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pos->y = cy * GenerationStepSize;
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}
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//--------------------------------------------------------------------------------------------------------------
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inline void SnapToGrid( float *value )
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{
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int c = *value / GenerationStepSize;
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*value = c * GenerationStepSize;
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}
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//--------------------------------------------------------------------------------------------------------------
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inline float NormalizeAngle( float angle )
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{
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while( angle < -180.0f )
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angle += 360.0f;
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while( angle > 180.0f )
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angle -= 360.0f;
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return angle;
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}
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//--------------------------------------------------------------------------------------------------------------
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inline float NormalizeAnglePositive( float angle )
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{
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while( angle < 0.0f )
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angle += 360.0f;
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while( angle >= 360.0f )
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angle -= 360.0f;
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return angle;
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}
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//--------------------------------------------------------------------------------------------------------------
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inline float AngleDifference( float a, float b )
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{
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float angleDiff = a - b;
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while (angleDiff > 180.0f)
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angleDiff -= 360.0f;
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while (angleDiff < -180.0f)
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angleDiff += 360.0f;
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return angleDiff;
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}
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//--------------------------------------------------------------------------------------------------------------
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inline bool AnglesAreEqual( float a, float b, float tolerance = 5.0f )
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{
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if (abs( AngleDifference( a, b ) ) < tolerance)
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return true;
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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inline bool VectorsAreEqual( const Vector *a, const Vector *b, float tolerance = 0.1f )
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{
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if (abs(a->x - b->x) < tolerance &&
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abs(a->y - b->y) < tolerance &&
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abs(a->z - b->z) < tolerance)
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return true;
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if given entity can be ignored when moving
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*/
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#define WALK_THRU_DOORS 0x01
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#define WALK_THRU_BREAKABLES 0x02
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inline bool IsEntityWalkable( entvars_t *entity, unsigned int flags )
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{
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// if we hit a door, assume its walkable because it will open when we touch it
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if (FClassnameIs( entity, "func_door" ) || FClassnameIs( entity, "func_door_rotating" ))
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return (flags & WALK_THRU_DOORS) ? true : false;
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// if we hit a breakable object, assume its walkable because we will shoot it when we touch it
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if (FClassnameIs( entity, "func_breakable" ) && entity->takedamage == DAMAGE_YES)
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return (flags & WALK_THRU_BREAKABLES) ? true : false;
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Check LOS, ignoring any entities that we can walk through
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*/
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inline bool IsWalkableTraceLineClear( Vector &from, Vector &to, unsigned int flags = 0 )
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{
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TraceResult result;
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edict_t *ignore = NULL;
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Vector useFrom = from;
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while(true)
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{
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UTIL_TraceLine( useFrom, to, ignore_monsters, ignore, &result );
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// if we hit a walkable entity, try again
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if (result.flFraction != 1.0f && IsEntityWalkable( VARS( result.pHit ), flags ))
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{
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ignore = result.pHit;
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// start from just beyond where we hit to avoid infinite loops
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Vector dir = to - from;
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dir.NormalizeInPlace();
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useFrom = result.vecEndPos + 5.0f * dir;
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}
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else
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{
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break;
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}
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}
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if (result.flFraction == 1.0f)
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return true;
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return false;
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}
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#endif // _NAV_H_
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