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73 lines
2.2 KiB
73 lines
2.2 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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// |
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//=============================================================================// |
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// nav.h |
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// Data structures and constants for the Navigation Mesh system |
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// Author: Michael S. Booth (mike@turtlerockstudios.com), January 2003 |
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#ifndef _CS_NAV_H_ |
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#define _CS_NAV_H_ |
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#include "nav.h" |
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/** |
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* Below are several constants used by the navigation system. |
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* @todo Move these into TheNavMesh singleton. |
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*/ |
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const float BotRadius = 10.0f; ///< circular extent that contains bot |
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class CNavArea; |
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class CSNavNode; |
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#if 0 |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Return true if given entity can be ignored when moving |
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*/ |
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#define WALK_THRU_DOORS 0x01 |
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#define WALK_THRU_BREAKABLES 0x02 |
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#define WALK_THRU_TOGGLE_BRUSHES 0x04 |
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#define WALK_THRU_EVERYTHING (WALK_THRU_DOORS | WALK_THRU_BREAKABLES | WALK_THRU_TOGGLE_BRUSHES) |
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inline bool IsEntityWalkable( CBaseEntity *entity, unsigned int flags ) |
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{ |
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if (FClassnameIs( entity, "worldspawn" )) |
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return false; |
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if (FClassnameIs( entity, "player" )) |
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return false; |
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// if we hit a door, assume its walkable because it will open when we touch it |
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if (FClassnameIs( entity, "prop_door*" ) || FClassnameIs( entity, "func_door*" )) |
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return (flags & WALK_THRU_DOORS) ? true : false; |
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// if we hit a clip brush, ignore it if it is not BRUSHSOLID_ALWAYS |
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if (FClassnameIs( entity, "func_brush" )) |
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{ |
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CFuncBrush *brush = (CFuncBrush *)entity; |
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switch ( brush->m_iSolidity ) |
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{ |
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case CFuncBrush::BRUSHSOLID_ALWAYS: |
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return false; |
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case CFuncBrush::BRUSHSOLID_NEVER: |
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return true; |
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case CFuncBrush::BRUSHSOLID_TOGGLE: |
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return (flags & WALK_THRU_TOGGLE_BRUSHES) ? true : false; |
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} |
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} |
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// if we hit a breakable object, assume its walkable because we will shoot it when we touch it |
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if (FClassnameIs( entity, "func_breakable" ) && entity->GetHealth() && entity->m_takedamage == DAMAGE_YES) |
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return (flags & WALK_THRU_BREAKABLES) ? true : false; |
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if (FClassnameIs( entity, "func_breakable_surf" ) && entity->m_takedamage == DAMAGE_YES) |
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return (flags & WALK_THRU_BREAKABLES) ? true : false; |
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return false; |
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} |
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#endif |
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#endif // _CS_NAV_H_
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