//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Base combat character with no AI // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //=============================================================================// #ifndef AI_LINK_H #define AI_LINK_H #pragma once #include "ai_hull.h" // For num hulls struct edict_t; enum Link_Info_t { bits_LINK_STALE_SUGGESTED = 0x01, // NPC found this link to be blocked bits_LINK_OFF = 0x02, // This link has been turned off }; //============================================================================= // >> CAI_Link //============================================================================= class CAI_DynamicLink; #define AI_MOVE_TYPE_BITS ( bits_CAP_MOVE_GROUND | bits_CAP_MOVE_JUMP | bits_CAP_MOVE_FLY | bits_CAP_MOVE_CLIMB | bits_CAP_MOVE_SWIM | bits_CAP_MOVE_CRAWL ) class CAI_Link { public: short m_iSrcID; // the node that 'owns' this link short m_iDestID; // the node on the other end of the link. int DestNodeID(int srcID); // Given the source node ID, returns the destination ID byte m_iAcceptedMoveTypes[NUM_HULLS]; // Capability_T of motions acceptable for each hull type byte m_LinkInfo; // other information about this link float m_timeStaleExpires; CAI_DynamicLink *m_pDynamicLink; //edict_t *m_pLinkEnt; // the entity that blocks this connection (doors, etc) // m_szLinkEntModelname is not necessarily NULL terminated (so we can store it in a more alignment-friendly 4 bytes) //char m_szLinkEntModelname[ 4 ];// the unique name of the brush model that blocks the connection (this is kept for save/restore) //float m_flWeight; // length of the link line segment private: friend class CAI_Network; CAI_Link(void); }; #endif // AI_LINK_H