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68 lines
2.6 KiB
68 lines
2.6 KiB
8 years ago
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/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#ifndef NAV_FILE_H
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#define NAV_FILE_H
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#ifdef _WIN32
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#pragma once
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#endif
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// The 'place directory' is used to save and load places from
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// nav files in a size-efficient manner that also allows for the
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// order of the place ID's to change without invalidating the
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// nav files.
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//
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// The place directory is stored in the nav file as a list of
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// place name strings. Each nav area then contains an index
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// into that directory, or zero if no place has been assigned to
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// that area.
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class PlaceDirectory
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{
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public:
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typedef unsigned short EntryType;
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void Reset();
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bool IsKnown(Place place) const; // return true if this place is already in the directory
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EntryType GetEntry(Place place) const; // return the directory entry corresponding to this Place (0 = no entry)
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void AddPlace(Place place); // add the place to the directory if not already known
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Place EntryToPlace(EntryType entry) const; // given an entry, return the Place
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void Save(int fd); // store the directory
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void Load(SteamFile *file); // load the directory
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private:
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CUtlVector<Place> m_directory;
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};
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char *GetBspFilename(const char *navFilename);
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bool SaveNavigationMap(const char *filename);
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void SanityCheckNavigationMap(const char *mapName); // Performs a lightweight sanity-check of the specified map's nav mesh
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NavErrorType LoadNavigationMap();
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#endif // NAV_FILE_H
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