r5sdk/r5dev/game/server/ai_node.h
Kawe Mazidjatari 8ffb647686 Server: use correct type for hull data used for AI Network
System uses a CVarBitVec for this hull block data.
2024-06-01 11:43:09 +02:00

169 lines
5.3 KiB
C++

//=============================================================================//
//
// Purpose:
//
//=============================================================================//
#pragma once
#include "mathlib/vector.h"
#include "mathlib/bitvec.h"
constexpr int MAX_HULLS = 5;
constexpr int NOT_CACHED = -2; // Returned if data not in cache
constexpr int NO_NODE = -1; // Returned when no node meets the qualification
//=========================================================
// >> The type of node
//=========================================================
enum NodeType_e // !TODO: unconfirmed for r1/r2/r5.
{
NODE_ANY, // Used to specify any type of node (for search)
NODE_DELETED, // Used in wc_edit mode to remove nodes during runtime
NODE_GROUND,
NODE_AIR,
NODE_CLIMB,
NODE_WATER
};
//=============================================================================
// >> CAI_NodeLink
//=============================================================================
struct CAI_NodeLink
{
short m_iSrcID;
short m_iDestID;
byte m_iAcceptedMoveTypes[MAX_HULLS];
byte m_LinkInfo;
char unk1; // maps => unk0 on disk
char unk2[5];
int64_t m_nFlags;
};
//=============================================================================
// >> CAI_Node
//=============================================================================
class CAI_Node
{
public:
const Vector3D& GetOrigin() const { return m_vOrigin; }
Vector3D& AccessOrigin() { return m_vOrigin; }
float GetYaw() const { return m_flYaw; }
int NumLinks() const { return m_Links.Count(); }
void ClearLinks() { m_Links.Purge(); }
CAI_NodeLink* GetLinkByIndex(int i) const { return m_Links[i]; }
NodeType_e SetType(NodeType_e type) { return (m_eNodeType = type); }
NodeType_e GetType() const { return m_eNodeType; }
int SetInfo(int info) { return m_eNodeInfo = info; }
int GetInfo() const { return m_eNodeInfo; }
int m_iID; // ID for this node
Vector3D m_vOrigin; // location of this node in space
float m_flVOffset[MAX_HULLS]; // vertical offset for each hull type, assuming ground node, 0 otherwise
float m_flYaw; // NPC on this node should face this yaw to face the hint, or climb a ladder
NodeType_e m_eNodeType; // The type of node; always 2 in buildainfile.
int m_eNodeInfo; // bits that tell us more about this nodes
int unk2[MAX_HULLS]; // Maps directly to unk2 in disk struct, despite being ints rather than shorts
// View server.dll+393672 for context
char unk3[MAX_HULLS]; // Should map to unk3 on disk
char pad[3]; // Aligns next bytes
float unk4[MAX_HULLS]; // I have no clue, calculated using some kind float function magic
CUtlVector<CAI_NodeLink*> m_Links;
short unk6; // Should match up to unk4 on disk
char unk7[16]; // Padding until next bit
short unk8;
short unk9; // Should match up to unk5 on disk
char unk10[6]; // Padding until next bit
char unk11[8]; // Should match up to unk6 on disk
};
//=============================================================================
// >> CAI_Cluster
//=============================================================================
class CAI_Cluster
{
public:
const Vector3D& GetOrigin() const { return m_vOrigin; }
Vector3D& AccessOrigin() { return m_vOrigin; }
int m_nIndex;
char unk0;
char unk1; // Maps to unk1 on disk
Vector3D m_vOrigin;
char unkC; // idk, might be a 4 bytes type or just padding.
// These are utlvectors in engine, but its
// unknown what they do yet.
CUtlVector<int> unkVec0;
CUtlVector<int> unkVec1;
// This is an array of floats that is indexed
// into by teamNum at [r5apex_ds + EC84DC];
// Seems to be used along with the cvar:
// 'ai_path_dangerous_cluster_min_time'.
float clusterTime[MAX_TEAMS];
float field_0250;
float field_0254;
float field_0258;
char unk5;
};
static_assert(sizeof(CAI_Cluster) == 608);
//=============================================================================
// >> CAI_ClusterLink
//=============================================================================
struct CAI_ClusterLink
{
short m_iSrcID;
short m_iDestID;
int unk2;
char flags;
char unkFlags4;
char unkFlags5;
};
static_assert(sizeof(CAI_ClusterLink) == 12);
//=============================================================================
// >> CAI_ScriptNode
//=============================================================================
struct CAI_TraverseNode
{
Quaternion m_Quat;
int m_Index_MAYBE;
};
static_assert(sizeof(CAI_TraverseNode) == 20);
//=============================================================================
// >> CAI_ScriptNode
//=============================================================================
struct CAI_ScriptNode
{
Vector3D m_vOrigin;
// Might be wrong; seems to be used for clamping.
// See [r5apex_ds + 0xF28A6E]
int m_nMin;
int m_nMax;
};
//=============================================================================
// >> CAI_HullData
//=============================================================================
struct CAI_HullData
{
CVarBitVec m_bitVec;
// Unknown, possible part of CVarBitVec ??? see [r5apex_ds + 1A52B0] if,
// this is part of CVarBitVec, it seems to be unused in any of the
// compiled CVarBitVec and CLargeVarBitVec methods so i think it should be
// just part of this struct.
char unk3[8];
};