Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/*
*
* This program 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 2 of the License, or (at
* your option) any later version.
*
* This program 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 this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* 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.
*
*/
#ifndef NAV_FILE_H
#define NAV_FILE_H
#ifdef _WIN32
#pragma once
#endif
// The 'place directory' is used to save and load places from
// nav files in a size-efficient manner that also allows for the
// order of the place ID's to change without invalidating the
// nav files.
//
// The place directory is stored in the nav file as a list of
// place name strings. Each nav area then contains an index
// into that directory, or zero if no place has been assigned to
// that area.
class PlaceDirectory
{
public:
typedef unsigned short EntryType;
void Reset();
bool IsKnown(Place place) const; // return true if this place is already in the directory
EntryType GetEntry(Place place) const; // return the directory entry corresponding to this Place (0 = no entry)
void AddPlace(Place place); // add the place to the directory if not already known
Place EntryToPlace(EntryType entry) const; // given an entry, return the Place
void Save(int fd); // store the directory
void Load(SteamFile *file); // load the directory
private:
CUtlVector<Place> m_directory;
};
char *GetBspFilename(const char *navFilename);
bool SaveNavigationMap(const char *filename);
void SanityCheckNavigationMap(const char *mapName); // Performs a lightweight sanity-check of the specified map's nav mesh
NavErrorType LoadNavigationMap();
#endif // NAV_FILE_H