hl2_src-leak-2017/src/game/server/nav_entities.h

131 lines
3.5 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// nav_entities.h
// Navigation entities
// Author: Michael S. Booth (mike@turtlerockstudios.com), January 2003
#ifndef NAV_ENTITIES_H
#define NAV_ENTITIES_H
//-----------------------------------------------------------------------------------------------------
/**
* An entity that modifies pathfinding cost to all areas it overlaps, to allow map designers
* to tell bots to avoid/prefer certain regions.
*/
class CFuncNavCost : public CBaseEntity
{
public:
DECLARE_DATADESC();
DECLARE_CLASS( CFuncNavCost, CBaseEntity );
virtual void Spawn( void );
virtual void UpdateOnRemove( void );
void InputEnable( inputdata_t &inputdata );
void InputDisable( inputdata_t &inputdata );
bool IsEnabled( void ) const { return !m_isDisabled; }
void CostThink( void );
bool IsApplicableTo( CBaseCombatCharacter *who ) const; // Return true if this cost applies to the given actor
virtual float GetCostMultiplier( CBaseCombatCharacter *who ) const { return 1.0f; }
protected:
int m_team;
bool m_isDisabled;
string_t m_iszTags;
static CUtlVector< CHandle< CFuncNavCost > > gm_masterCostVector;
static CountdownTimer gm_dirtyTimer;
void UpdateAllNavCostDecoration( void );
CUtlVector< CFmtStr > m_tags;
bool HasTag( const char *groupname ) const;
};
//-----------------------------------------------------------------------------------------------------
class CFuncNavAvoid : public CFuncNavCost
{
public:
DECLARE_CLASS( CFuncNavAvoid, CFuncNavCost );
virtual float GetCostMultiplier( CBaseCombatCharacter *who ) const; // return pathfind cost multiplier for the given actor
};
//-----------------------------------------------------------------------------------------------------
class CFuncNavPrefer : public CFuncNavCost
{
public:
DECLARE_CLASS( CFuncNavPrefer, CFuncNavCost );
virtual float GetCostMultiplier( CBaseCombatCharacter *who ) const; // return pathfind cost multiplier for the given actor
};
//-----------------------------------------------------------------------------------------------------
/**
* An entity that can block/unblock nav areas. This is meant for semi-transient areas that block
* pathfinding but can be ignored for longer-term queries like computing L4D flow distances and
* escape routes.
*/
class CFuncNavBlocker : public CBaseEntity
{
DECLARE_DATADESC();
DECLARE_CLASS( CFuncNavBlocker, CBaseEntity );
public:
void Spawn();
virtual void UpdateOnRemove( void );
void InputBlockNav( inputdata_t &inputdata );
void InputUnblockNav( inputdata_t &inputdata );
inline bool IsBlockingNav( int teamNumber ) const
{
if ( teamNumber == TEAM_ANY )
{
bool isBlocked = false;
for ( int i=0; i<MAX_NAV_TEAMS; ++i )
{
isBlocked |= m_isBlockingNav[ i ];
}
return isBlocked;
}
teamNumber = teamNumber % MAX_NAV_TEAMS;
return m_isBlockingNav[ teamNumber ];
}
int DrawDebugTextOverlays( void );
bool operator()( CNavArea *area ); // functor that blocks areas in our extent
static bool CalculateBlocked( bool *pResultByTeam, const Vector &vecMins, const Vector &vecMaxs );
private:
void UpdateBlocked();
static CUtlLinkedList<CFuncNavBlocker *> gm_NavBlockers;
void BlockNav( void );
void UnblockNav( void );
bool m_isBlockingNav[MAX_NAV_TEAMS];
int m_blockedTeamNumber;
bool m_bDisabled;
Vector m_CachedMins, m_CachedMaxs;
};
#endif // NAV_ENTITIES_H