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