mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 14:46:53 +00:00
155 lines
4.9 KiB
C++
155 lines
4.9 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//===========================================================================//
|
|
|
|
// Navigation ladders
|
|
// Author: Michael S. Booth (mike@turtlerockstudios.com), January 2003
|
|
|
|
#ifndef _NAV_LADDER_H_
|
|
#define _NAV_LADDER_H_
|
|
|
|
#include "nav.h"
|
|
|
|
class CNavArea;
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* The NavLadder represents ladders in the Navigation Mesh, and their connections to adjacent NavAreas
|
|
* @todo Deal with ladders that allow jumping off to areas in the middle
|
|
*/
|
|
class CNavLadder
|
|
{
|
|
public:
|
|
CNavLadder( void )
|
|
{
|
|
m_topForwardArea = NULL;
|
|
m_topRightArea = NULL;
|
|
m_topLeftArea = NULL;
|
|
m_topBehindArea = NULL;
|
|
m_bottomArea = NULL;
|
|
|
|
// set an ID for interactive editing - loads will overwrite this
|
|
m_id = m_nextID++;
|
|
}
|
|
|
|
~CNavLadder();
|
|
|
|
void OnRoundRestart( void ); ///< invoked when a game round restarts
|
|
|
|
void Save( CUtlBuffer &fileBuffer, unsigned int version ) const;
|
|
void Load( CUtlBuffer &fileBuffer, unsigned int version );
|
|
|
|
unsigned int GetID( void ) const { return m_id; } ///< return this ladder's unique ID
|
|
static void CompressIDs( void ); ///<re-orders ladder ID's so they are continuous
|
|
|
|
enum LadderDirectionType
|
|
{
|
|
LADDER_UP = 0,
|
|
LADDER_DOWN,
|
|
|
|
NUM_LADDER_DIRECTIONS
|
|
};
|
|
|
|
Vector m_top; ///< world coords of the top of the ladder
|
|
Vector m_bottom; ///< world coords of the top of the ladder
|
|
float m_length; ///< the length of the ladder
|
|
float m_width;
|
|
|
|
Vector GetPosAtHeight( float height ) const; ///< Compute x,y coordinate of the ladder at a given height
|
|
|
|
CNavArea *m_topForwardArea; ///< the area at the top of the ladder
|
|
CNavArea *m_topLeftArea;
|
|
CNavArea *m_topRightArea;
|
|
CNavArea *m_topBehindArea; ///< area at top of ladder "behind" it - only useful for descending
|
|
CNavArea *m_bottomArea; ///< the area at the bottom of the ladder
|
|
|
|
bool IsConnected( const CNavArea *area, LadderDirectionType dir ) const; ///< returns true if given area is connected in given direction
|
|
|
|
void ConnectGeneratedLadder( float maxHeightAboveTopArea ); ///< Connect a generated ladder to nav areas at the end of nav generation
|
|
|
|
void ConnectTo( CNavArea *area ); ///< connect this ladder to given area
|
|
void Disconnect( CNavArea *area ); ///< disconnect this ladder from given area
|
|
|
|
void OnSplit( CNavArea *original, CNavArea *alpha, CNavArea *beta ); ///< when original is split into alpha and beta, update our connections
|
|
void OnDestroyNotify( CNavArea *dead ); ///< invoked when given area is going away
|
|
|
|
void DrawLadder( void ) const; ///< Draws ladder and connections
|
|
void DrawConnectedAreas( void ); ///< Draws connected areas
|
|
|
|
void UpdateDangling( void ); ///< Checks if the ladder is dangling (bots cannot go up)
|
|
|
|
bool IsInUse( const CBasePlayer *ignore = NULL ) const; ///< return true if someone is on this ladder (other than 'ignore')
|
|
|
|
void SetDir( NavDirType dir );
|
|
NavDirType GetDir( void ) const;
|
|
const Vector &GetNormal( void ) const;
|
|
|
|
void Shift( const Vector &shift ); ///< shift the nav ladder
|
|
|
|
bool IsUsableByTeam( int teamNumber ) const;
|
|
CBaseEntity *GetLadderEntity( void ) const;
|
|
|
|
private:
|
|
void FindLadderEntity( void );
|
|
|
|
EHANDLE m_ladderEntity;
|
|
|
|
NavDirType m_dir; ///< which way the ladder faces (ie: surface normal of climbable side)
|
|
Vector m_normal; ///< surface normal of the ladder surface (or Vector-ized m_dir, if the traceline fails)
|
|
|
|
enum LadderConnectionType ///< Ladder connection directions, to facilitate iterating over connections
|
|
{
|
|
LADDER_TOP_FORWARD = 0,
|
|
LADDER_TOP_LEFT,
|
|
LADDER_TOP_RIGHT,
|
|
LADDER_TOP_BEHIND,
|
|
LADDER_BOTTOM,
|
|
|
|
NUM_LADDER_CONNECTIONS
|
|
};
|
|
|
|
CNavArea ** GetConnection( LadderConnectionType dir );
|
|
|
|
static unsigned int m_nextID; ///< used to allocate unique IDs
|
|
unsigned int m_id; ///< unique area ID
|
|
};
|
|
typedef CUtlVector< CNavLadder * > NavLadderVector;
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
inline bool CNavLadder::IsUsableByTeam( int teamNumber ) const
|
|
{
|
|
if ( m_ladderEntity.Get() == NULL )
|
|
return true;
|
|
|
|
int ladderTeamNumber = m_ladderEntity->GetTeamNumber();
|
|
return ( teamNumber == ladderTeamNumber || ladderTeamNumber == TEAM_UNASSIGNED );
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
inline CBaseEntity *CNavLadder::GetLadderEntity( void ) const
|
|
{
|
|
return m_ladderEntity.Get();
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
inline NavDirType CNavLadder::GetDir( void ) const
|
|
{
|
|
return m_dir;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
inline const Vector &CNavLadder::GetNormal( void ) const
|
|
{
|
|
return m_normal;
|
|
}
|
|
|
|
|
|
#endif // _NAV_LADDER_H_
|