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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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// nodes.h
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//=========================================================
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//=========================================================
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// DEFINE
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//=========================================================
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#define MAX_STACK_NODES 100
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#define NO_NODE -1
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#define MAX_NODE_HULLS 4
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#define bits_NODE_LAND ( 1 << 0 ) // Land node, so nudge if necessary.
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#define bits_NODE_AIR ( 1 << 1 ) // Air node, don't nudge.
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#define bits_NODE_WATER ( 1 << 2 ) // Water node, don't nudge.
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#define bits_NODE_GROUP_REALM (bits_NODE_LAND | bits_NODE_AIR | bits_NODE_WATER)
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//=========================================================
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// Instance of a node.
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//=========================================================
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class CNode
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{
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public:
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Vector m_vecOrigin;// location of this node in space
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Vector m_vecOriginPeek; // location of this node (LAND nodes are NODE_HEIGHT higher).
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BYTE m_Region[3]; // Which of 256 regions do each of the coordinate belong?
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int m_afNodeInfo;// bits that tell us more about this location
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int m_cNumLinks; // how many links this node has
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int m_iFirstLink;// index of this node's first link in the link pool.
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// Where to start looking in the compressed routing table (offset into m_pRouteInfo).
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// (4 hull sizes -- smallest to largest + fly/swim), and secondly, door capability.
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//
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int m_pNextBestNode[MAX_NODE_HULLS][2];
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// Used in finding the shortest path. m_fClosestSoFar is -1 if not visited.
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// Then it is the distance to the source. If another path uses this node
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// and has a closer distance, then m_iPreviousNode is also updated.
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//
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float m_flClosestSoFar; // Used in finding the shortest path.
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int m_iPreviousNode;
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short m_sHintType;// there is something interesting in the world at this node's position
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short m_sHintActivity;// there is something interesting in the world at this node's position
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float m_flHintYaw;// monster on this node should face this yaw to face the hint.
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};
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//=========================================================
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// CLink - A link between 2 nodes
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//=========================================================
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#define bits_LINK_SMALL_HULL ( 1 << 0 )// headcrab box can fit through this connection
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#define bits_LINK_HUMAN_HULL ( 1 << 1 )// player box can fit through this connection
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#define bits_LINK_LARGE_HULL ( 1 << 2 )// big box can fit through this connection
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#define bits_LINK_FLY_HULL ( 1 << 3 )// a flying big box can fit through this connection
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#define bits_LINK_DISABLED ( 1 << 4 )// link is not valid when the set
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#define NODE_SMALL_HULL 0
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#define NODE_HUMAN_HULL 1
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#define NODE_LARGE_HULL 2
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#define NODE_FLY_HULL 3
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class CLink
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{
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public:
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int m_iSrcNode;// the node that 'owns' this link ( keeps us from having to make reverse lookups )
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int m_iDestNode;// the node on the other end of the link.
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entvars_t *m_pLinkEnt;// the entity that blocks this connection (doors, etc)
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// m_szLinkEntModelname is not necessarily NULL terminated (so we can store it in a more alignment-friendly 4 bytes)
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char m_szLinkEntModelname[ 4 ];// the unique name of the brush model that blocks the connection (this is kept for save/restore)
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int m_afLinkInfo;// information about this link
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float m_flWeight;// length of the link line segment
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};
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typedef struct
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{
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int m_SortedBy[3];
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int m_CheckedEvent;
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} DIST_INFO;
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typedef struct
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{
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Vector v;
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short n; // Nearest node or -1 if no node found.
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} CACHE_ENTRY;
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//=========================================================
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// CGraph
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//=========================================================
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#ifdef XASH_64BIT
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#define GRAPH_VERSION (int)16 * 10
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#else
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#define GRAPH_VERSION (int)16// !!!increment this whever graph/node/link classes change, to obsolesce older disk files.
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#endif
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class CGraph
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{
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public:
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// the graph has two flags, and should not be accessed unless both flags are TRUE!
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BOOL m_fGraphPresent;// is the graph in memory?
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BOOL m_fGraphPointersSet;// are the entity pointers for the graph all set?
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BOOL m_fRoutingComplete; // are the optimal routes computed, yet?
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CNode *m_pNodes;// pointer to the memory block that contains all node info
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CLink *m_pLinkPool;// big list of all node connections
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signed char *m_pRouteInfo; // compressed routing information the nodes use.
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int m_cNodes;// total number of nodes
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int m_cLinks;// total number of links
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int m_nRouteInfo; // size of m_pRouteInfo in bytes.
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// Tables for making nearest node lookup faster. SortedBy provided nodes in a
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// order of a particular coordinate. Instead of doing a binary search, RangeStart
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// and RangeEnd let you get to the part of SortedBy that you are interested in.
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//
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// Once you have a point of interest, the only way you'll find a closer point is
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// if at least one of the coordinates is closer than the ones you have now. So we
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// search each range. After the search is exhausted, we know we have the closest
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// node.
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//
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#define CACHE_SIZE 128
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#define NUM_RANGES 256
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DIST_INFO *m_di; // This is m_cNodes long, but the entries don't correspond to CNode entries.
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int m_RangeStart[3][NUM_RANGES];
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int m_RangeEnd[3][NUM_RANGES];
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float m_flShortest;
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int m_iNearest;
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int m_minX, m_minY, m_minZ, m_maxX, m_maxY, m_maxZ;
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int m_minBoxX, m_minBoxY, m_minBoxZ, m_maxBoxX, m_maxBoxY, m_maxBoxZ;
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int m_CheckedCounter;
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float m_RegionMin[3], m_RegionMax[3]; // The range of nodes.
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CACHE_ENTRY m_Cache[CACHE_SIZE];
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int m_HashPrimes[16];
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short *m_pHashLinks;
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int m_nHashLinks;
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// kinda sleazy. In order to allow variety in active idles for monster groups in a room with more than one node,
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// we keep track of the last node we searched from and store it here. Subsequent searches by other monsters will pick
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// up where the last search stopped.
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int m_iLastActiveIdleSearch;
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// another such system used to track the search for cover nodes, helps greatly with two monsters trying to get to the same node.
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int m_iLastCoverSearch;
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// functions to create the graph
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int LinkVisibleNodes ( CLink *pLinkPool, FILE *file, int *piBadNode );
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int RejectInlineLinks ( CLink *pLinkPool, FILE *file );
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int FindShortestPath ( int *piPath, int iStart, int iDest, int iHull, int afCapMask);
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int FindNearestNode ( const Vector &vecOrigin, CBaseEntity *pEntity );
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int FindNearestNode ( const Vector &vecOrigin, int afNodeTypes );
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//int FindNearestLink ( const Vector &vecTestPoint, int *piNearestLink, BOOL *pfAlongLine );
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float PathLength( int iStart, int iDest, int iHull, int afCapMask );
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int NextNodeInRoute( int iCurrentNode, int iDest, int iHull, int iCap );
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enum NODEQUERY { NODEGRAPH_DYNAMIC, NODEGRAPH_STATIC };
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// A static query means we're asking about the possiblity of handling this entity at ANY time
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// A dynamic query means we're asking about it RIGHT NOW. So we should query the current state
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int HandleLinkEnt ( int iNode, entvars_t *pevLinkEnt, int afCapMask, NODEQUERY queryType );
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entvars_t* LinkEntForLink ( CLink *pLink, CNode *pNode );
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void ShowNodeConnections ( int iNode );
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void InitGraph( void );
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int AllocNodes ( void );
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int CheckNODFile(char *szMapName);
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int FLoadGraph(char *szMapName);
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int FSaveGraph(char *szMapName);
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int FSetGraphPointers(void);
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void CheckNode(Vector vecOrigin, int iNode);
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void BuildRegionTables(void);
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void ComputeStaticRoutingTables(void);
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void TestRoutingTables(void);
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void HashInsert(int iSrcNode, int iDestNode, int iKey);
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void HashSearch(int iSrcNode, int iDestNode, int &iKey);
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void HashChoosePrimes(int TableSize);
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void BuildLinkLookups(void);
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void SortNodes(void);
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int HullIndex( const CBaseEntity *pEntity ); // what hull the monster uses
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int NodeType( const CBaseEntity *pEntity ); // what node type the monster uses
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inline int CapIndex( int afCapMask )
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{
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if (afCapMask & (bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE))
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return 1;
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return 0;
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}
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inline CNode &Node( int i )
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{
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#ifdef _DEBUG
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if ( !m_pNodes || i < 0 || i > m_cNodes )
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ALERT( at_error, "Bad Node!\n" );
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#endif
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return m_pNodes[i];
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}
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inline CLink &Link( int i )
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{
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#ifdef _DEBUG
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if ( !m_pLinkPool || i < 0 || i > m_cLinks )
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ALERT( at_error, "Bad link!\n" );
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#endif
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return m_pLinkPool[i];
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}
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inline CLink &NodeLink( int iNode, int iLink )
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{
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return Link( Node( iNode ).m_iFirstLink + iLink );
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}
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inline CLink &NodeLink( const CNode &node, int iLink )
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{
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return Link( node.m_iFirstLink + iLink );
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}
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inline int INodeLink ( int iNode, int iLink )
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{
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return NodeLink( iNode, iLink ).m_iDestNode;
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}
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#if 0
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inline CNode &SourceNode( int iNode, int iLink )
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{
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return Node( NodeLink( iNode, iLink ).m_iSrcNode );
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}
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inline CNode &DestNode( int iNode, int iLink )
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{
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return Node( NodeLink( iNode, iLink ).m_iDestNode );
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}
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inline CNode *PNodeLink ( int iNode, int iLink )
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{
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return &DestNode( iNode, iLink );
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}
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#endif
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};
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//=========================================================
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// Nodes start out as ents in the level. The node graph
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// is built, then these ents are discarded.
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//=========================================================
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class CNodeEnt : public CBaseEntity
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{
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void Spawn( void );
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void KeyValue( KeyValueData *pkvd );
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virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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short m_sHintType;
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short m_sHintActivity;
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};
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//=========================================================
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// CStack - last in, first out.
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//=========================================================
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class CStack
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{
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public:
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CStack( void );
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void Push( int value );
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int Pop( void );
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int Top( void );
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int Empty( void ) { return m_level==0; }
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int Size( void ) { return m_level; }
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void CopyToArray ( int *piArray );
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private:
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int m_stack[ MAX_STACK_NODES ];
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int m_level;
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};
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//=========================================================
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// CQueue - first in, first out.
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//=========================================================
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class CQueue
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{
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public:
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CQueue( void );// constructor
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inline int Full ( void ) { return ( m_cSize == MAX_STACK_NODES ); }
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inline int Empty ( void ) { return ( m_cSize == 0 ); }
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//inline int Tail ( void ) { return ( m_queue[ m_tail ] ); }
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inline int Size ( void ) { return ( m_cSize ); }
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void Insert( int, float );
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int Remove( float & );
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private:
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int m_cSize;
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struct tag_QUEUE_NODE
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{
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int Id;
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float Priority;
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} m_queue[ MAX_STACK_NODES ];
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int m_head;
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int m_tail;
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};
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//=========================================================
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// CQueuePriority - Priority queue (smallest item out first).
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//
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//=========================================================
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class CQueuePriority
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{
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public:
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CQueuePriority( void );// constructor
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inline int Full ( void ) { return ( m_cSize == MAX_STACK_NODES ); }
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inline int Empty ( void ) { return ( m_cSize == 0 ); }
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//inline int Tail ( float & ) { return ( m_queue[ m_tail ].Id ); }
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inline int Size ( void ) { return ( m_cSize ); }
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void Insert( int, float );
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int Remove( float &);
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private:
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int m_cSize;
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struct tag_HEAP_NODE
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{
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int Id;
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float Priority;
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} m_heap[ MAX_STACK_NODES ];
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void Heap_SiftDown(int);
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void Heap_SiftUp(void);
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};
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//=========================================================
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// hints - these MUST coincide with the HINTS listed under
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// info_node in the FGD file!
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//=========================================================
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enum
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{
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HINT_NONE = 0,
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HINT_WORLD_DOOR,
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HINT_WORLD_WINDOW,
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HINT_WORLD_BUTTON,
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HINT_WORLD_MACHINERY,
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HINT_WORLD_LEDGE,
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HINT_WORLD_LIGHT_SOURCE,
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HINT_WORLD_HEAT_SOURCE,
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HINT_WORLD_BLINKING_LIGHT,
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HINT_WORLD_BRIGHT_COLORS,
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HINT_WORLD_HUMAN_BLOOD,
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HINT_WORLD_ALIEN_BLOOD,
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HINT_TACTICAL_EXIT = 100,
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HINT_TACTICAL_VANTAGE,
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HINT_TACTICAL_AMBUSH,
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HINT_STUKA_PERCH = 300,
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HINT_STUKA_LANDING
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};
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extern CGraph WorldGraph;
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