Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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#include "bot/bot_common.h"
/*
* Globals initialization
*/
NavDirType Opposite[ NUM_DIRECTIONS ] = { SOUTH, WEST, NORTH, EAST };
CNavNode *CNavNode::m_list = NULL;
unsigned int CNavNode::m_listLength = 0;
CNavNode::CNavNode(const Vector *pos, const Vector *normal, CNavNode *parent)
{
m_pos = *pos;
m_normal = *normal;
static unsigned int nextID = 1;
m_id = nextID++;
for (int i = 0; i < NUM_DIRECTIONS; ++i)
m_to[i] = NULL;
m_visited = 0;
m_parent = parent;
m_next = m_list;
m_list = this;
m_listLength++;
m_isCovered = FALSE;
m_area = NULL;
m_attributeFlags = 0;
}
// Create a connection FROM this node TO the given node, in the given direction
void CNavNode::ConnectTo(CNavNode *node, NavDirType dir)
{
m_to[ dir ] = node;
}
// Return node at given position
// TODO: Need a hash table to make this lookup fast
const CNavNode *CNavNode::GetNode(const Vector *pos)
{
const float tolerance = 0.45f * GenerationStepSize;
for (const CNavNode *node = m_list; node != NULL; node = node->m_next)
{
float dx = ABS(node->m_pos.x - pos->x);
float dy = ABS(node->m_pos.y - pos->y);
float dz = ABS(node->m_pos.z - pos->z);
if (dx < tolerance && dy < tolerance && dz < tolerance)
return node;
}
return NULL;
}
// Return true if this node is bidirectionally linked to
// another node in the given direction
BOOL CNavNode::IsBiLinked(NavDirType dir) const
{
if (m_to[ dir ] && m_to[ dir ]->m_to[ Opposite[dir] ] == this)
return true;
return false;
}
// Return true if this node is the NW corner of a quad of nodes
// that are all bidirectionally linked
BOOL CNavNode::IsClosedCell() const
{
if (IsBiLinked( SOUTH ) && IsBiLinked( EAST ) && m_to[ EAST ]->IsBiLinked( SOUTH ) && m_to[ SOUTH ]->IsBiLinked( EAST )
&& m_to[ EAST ]->m_to[ SOUTH ] == m_to[ SOUTH ]->m_to[ EAST ])
return true;
return false;
}