//========= Copyright 1996-2005, 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_ class CNavArea; //-------------------------------------------------------------------------------------------------------------- /** * Placeholder ladder class that holds the mins and maxs for a ladder, since its brushes * are merged into the world during the compile. */ class CInfoLadder : public CBaseEntity { public: DECLARE_CLASS( CInfoLadder, CBaseEntity ); bool KeyValue( const char *szKeyName, const char *szValue ); Vector mins; Vector maxs; }; //-------------------------------------------------------------------------------------------------------------- /** * 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 Save( FileHandle_t file, unsigned int version ) const; void Load( FileHandle_t file, 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( void ); ///< 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; private: 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 CUtlLinkedList< CNavLadder *, int > NavLadderList; //-------------------------------------------------------------------------------------------------------------- inline NavDirType CNavLadder::GetDir( void ) const { return m_dir; } //-------------------------------------------------------------------------------------------------------------- inline const Vector &CNavLadder::GetNormal( void ) const { return m_normal; } #endif // _NAV_LADDER_H_
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |