/* * * 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 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