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154 lines
5.0 KiB
154 lines
5.0 KiB
//===== Copyright © 1996-2005, 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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// Navigation ladders |
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// Author: Michael S. Booth (mike@turtlerockstudios.com), January 2003 |
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#ifndef _NAV_LADDER_H_ |
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#define _NAV_LADDER_H_ |
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#include "nav.h" |
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class CNavArea; |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* The NavLadder represents ladders in the Navigation Mesh, and their connections to adjacent NavAreas |
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* @todo Deal with ladders that allow jumping off to areas in the middle |
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*/ |
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class CNavLadder |
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{ |
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public: |
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CNavLadder( void ) |
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{ |
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m_topForwardArea = NULL; |
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m_topRightArea = NULL; |
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m_topLeftArea = NULL; |
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m_topBehindArea = NULL; |
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m_bottomArea = NULL; |
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// set an ID for interactive editing - loads will overwrite this |
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m_id = m_nextID++; |
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} |
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~CNavLadder(); |
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void OnRoundRestart( void ); ///< invoked when a game round restarts |
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void Save( CUtlBuffer &fileBuffer, unsigned int version ) const; |
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void Load( CUtlBuffer &fileBuffer, unsigned int version ); |
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unsigned int GetID( void ) const { return m_id; } ///< return this ladder's unique ID |
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static void CompressIDs( void ); ///<re-orders ladder ID's so they are continuous |
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enum LadderDirectionType |
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{ |
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LADDER_UP = 0, |
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LADDER_DOWN, |
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NUM_LADDER_DIRECTIONS |
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}; |
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Vector m_top; ///< world coords of the top of the ladder |
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Vector m_bottom; ///< world coords of the top of the ladder |
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float m_length; ///< the length of the ladder |
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float m_width; |
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Vector GetPosAtHeight( float height ) const; ///< Compute x,y coordinate of the ladder at a given height |
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CNavArea *m_topForwardArea; ///< the area at the top of the ladder |
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CNavArea *m_topLeftArea; |
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CNavArea *m_topRightArea; |
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CNavArea *m_topBehindArea; ///< area at top of ladder "behind" it - only useful for descending |
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CNavArea *m_bottomArea; ///< the area at the bottom of the ladder |
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bool IsConnected( const CNavArea *area, LadderDirectionType dir ) const; ///< returns true if given area is connected in given direction |
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void ConnectGeneratedLadder( float maxHeightAboveTopArea ); ///< Connect a generated ladder to nav areas at the end of nav generation |
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void ConnectTo( CNavArea *area ); ///< connect this ladder to given area |
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void Disconnect( CNavArea *area ); ///< disconnect this ladder from given area |
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void OnSplit( CNavArea *original, CNavArea *alpha, CNavArea *beta ); ///< when original is split into alpha and beta, update our connections |
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void OnDestroyNotify( CNavArea *dead ); ///< invoked when given area is going away |
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void DrawLadder( void ) const; ///< Draws ladder and connections |
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void DrawConnectedAreas( void ); ///< Draws connected areas |
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void UpdateDangling( void ); ///< Checks if the ladder is dangling (bots cannot go up) |
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bool IsInUse( const CBasePlayer *ignore = NULL ) const; ///< return true if someone is on this ladder (other than 'ignore') |
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void SetDir( NavDirType dir ); |
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NavDirType GetDir( void ) const; |
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const Vector &GetNormal( void ) const; |
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void Shift( const Vector &shift ); ///< shift the nav ladder |
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bool IsUsableByTeam( int teamNumber ) const; |
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CBaseEntity *GetLadderEntity( void ) const; |
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private: |
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void FindLadderEntity( void ); |
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EHANDLE m_ladderEntity; |
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NavDirType m_dir; ///< which way the ladder faces (ie: surface normal of climbable side) |
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Vector m_normal; ///< surface normal of the ladder surface (or Vector-ized m_dir, if the traceline fails) |
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enum LadderConnectionType ///< Ladder connection directions, to facilitate iterating over connections |
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{ |
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LADDER_TOP_FORWARD = 0, |
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LADDER_TOP_LEFT, |
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LADDER_TOP_RIGHT, |
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LADDER_TOP_BEHIND, |
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LADDER_BOTTOM, |
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NUM_LADDER_CONNECTIONS |
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}; |
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CNavArea ** GetConnection( LadderConnectionType dir ); |
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static unsigned int m_nextID; ///< used to allocate unique IDs |
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unsigned int m_id; ///< unique area ID |
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}; |
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typedef CUtlVector< CNavLadder * > NavLadderVector; |
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//-------------------------------------------------------------------------------------------------------------- |
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inline bool CNavLadder::IsUsableByTeam( int teamNumber ) const |
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{ |
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if ( m_ladderEntity.Get() == NULL ) |
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return true; |
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int ladderTeamNumber = m_ladderEntity->GetTeamNumber(); |
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return ( teamNumber == ladderTeamNumber || ladderTeamNumber == TEAM_UNASSIGNED ); |
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} |
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//-------------------------------------------------------------------------------------------------------------- |
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inline CBaseEntity *CNavLadder::GetLadderEntity( void ) const |
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{ |
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return m_ladderEntity.Get(); |
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} |
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//-------------------------------------------------------------------------------------------------------------- |
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inline NavDirType CNavLadder::GetDir( void ) const |
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{ |
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return m_dir; |
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} |
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//-------------------------------------------------------------------------------------------------------------- |
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inline const Vector &CNavLadder::GetNormal( void ) const |
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{ |
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return m_normal; |
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} |
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#endif // _NAV_LADDER_H_
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