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world.h
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/*
* The GINA Bot - a computer opponent for Valve's FPS game Half-Life
* Copyright (c) 2011, Wei Mingzhi <[email protected]>
*
* This file is part of The GINA Bot.
*
* The GINA Bot is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 3 of the License, or (at
* your option) any later version.
*
* The GINA Bot is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with The GINA Bot; if not, visit <http://www.gnu.org/licenses>.
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*/
//
// world.h
//
#ifndef WORLD_H
#define WORLD_H
#include "bot_navigate.h"
#include "entity.h"
#define PATH_FINDING -1
#define NO_PATH -2
/*
* y (north)
* ^
* |
* ----+----> x (east)
* |
* |
*/
enum { NODE_UP = 0, NODE_DOWN };
enum { NODE_NORTH = 0, NODE_SOUTH };
enum { NODE_EAST = 0, NODE_WEST };
class CWorld
{
public:
CWorld();
virtual ~CWorld();
// Navigation node
class CNode
{
public:
CNode() : m_vecOrigin(0, 0, 0), m_vecOriginPeak(0, 0, 0),
m_iFlags(0), m_iLinkCount(0), m_iFirstLink(-1),
m_iVisCount(0), m_iFirstVis(-1) {}
Vector m_vecOrigin; // origin of this node
Vector m_vecOriginPeak; // origin of top of this node
unsigned int m_iFlags; // flags of this node
int m_iLinkCount; // how many links this node has
int m_iFirstLink; // index of the first link
int m_iVisCount; // how many visibilities this node has
int m_iFirstVis; // index of the first visibility item
inline int Index(void);
inline Vector MidPos(void) { return (m_vecOrigin + m_vecOriginPeak) / 2; }
};
// a link between nodes
class CLink
{
public:
CLink() : m_iTravelFlags(0), m_iSrcNode(-1), m_iDestNode(-1),
m_pLinkEnt(NULL), m_flWeight(0) {}
unsigned int m_iTravelFlags; // travel flags of this link
int m_iSrcNode, m_iDestNode; // source & destination node
CEntity *m_pLinkEnt; // entity which blocks this link
float m_flWeight; // weight (length) of the link
void UpdateLinkEnt(void); // get the entity which blocks this link
};
// visibility flags
enum tagVisFlags {
VISIBILITY_TOP = (1 << 0),
VISIBILITY_SHOULDER = (1 << 1),
VISIBILITY_WAIST = (1 << 2),
VISIBILITY_BOTTOM = (1 << 3),
};
// visibility between nodes
class CVisibility
{
public:
CVisibility() : m_iVisFlags(0), m_iSrcNode(-1), m_iDestNode(-1) {}
int m_iVisFlags; // visibility flags
int m_iSrcNode, m_iDestNode; // source & destination node
};
void MapInit(void);
void FreeAllTheStuff(void);
void InitNearNodes(void);
int FindPath(const Vector &vecSrc, const Vector &vecDest, std::list<CWaypoint> *pWPList = NULL, int iFlags = 0x7fffffff, float flDangerFactor = 0);
Vector FindCover(const Vector &vecSrc, const Vector &vecThreat, const Vector &vecViewOffset = NULLVEC, int iTeam = -1, float flMinDist = 0, float flMaxDist = 784);
long PathDistance(const Vector &vecSrc, const Vector &vecDest);
int GetDanger(const Vector &vecPos);
bool IsAvailable(void) { return m_iNumNodes > 0; }
void WaypointLoad(void);
void WaypointSave(void);
CNode *FindNode(const Vector &vecPos, int radius = 200);
CNode *FindNearestNode(const Vector &vecPos);
int m_iNumNodes; // total number of nodes
CNode *m_pNodes; // navigation nodes
int m_iNumLinks; // total number of links
CLink *m_pLinks; // links between nodes
int m_iNumVis; // total number of visibilities
CVisibility *m_pVis; // visibility table
int m_iLastCoverSearch;
void Think(void); // called each frame
};
int CWorld::CNode::Index()
{
return (int)(this - g_pServer->World()->m_pNodes);
}
#endif