Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: AI Utility classes for building the initial AI Networks
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_INITUTILS_H
#define AI_INITUTILS_H
#ifdef _WIN32
#pragma once
#endif
#include "ai_basenpc.h"
#include "ai_node.h"
//###########################################################
// >> HintNodeData
//
// This is a chunk of data that's passed to a hint node entity
// when it's created from a CNodeEnt.
//###########################################################
enum HintIgnoreFacing_t { HIF_NO, HIF_YES, HIF_DEFAULT, };
struct HintNodeData { string_t strEntityName; Vector vecPosition; short nHintType; int nNodeID; string_t strGroup; int iDisabled; string_t iszGenericType; string_t iszActivityName; int nTargetWCNodeID; HintIgnoreFacing_t fIgnoreFacing; NPC_STATE minState; NPC_STATE maxState; int nRadius;
int nWCNodeID; // Node ID assigned by worldcraft (not same as engine!)
DECLARE_SIMPLE_DATADESC(); };
//###########################################################
// >> CNodeEnt
//
// This is the entity that is loaded in from worldcraft.
// It is only used to build the network and is deleted
// immediately
//###########################################################
class CNodeEnt : public CServerOnlyPointEntity { DECLARE_CLASS( CNodeEnt, CServerOnlyPointEntity );
public: virtual void SetOwnerEntity( CBaseEntity* pOwner ) { BaseClass::SetOwnerEntity( NULL ); }
static int m_nNodeCount;
void Spawn( void ); int Spawn( const char *pMapData );
DECLARE_DATADESC();
CNodeEnt(void);
public: HintNodeData m_NodeData; };
//###########################################################
// >> CAI_TestHull
//
// a modelless clip hull that verifies reachable nodes by
// walking from every node to each of it's connections//
//###########################################################
class CAI_TestHull : public CAI_BaseNPC { DECLARE_CLASS( CAI_TestHull, CAI_BaseNPC ); private: static CAI_TestHull* pTestHull; // Hull for testing connectivity
public: static CAI_TestHull* GetTestHull(void); // Get the test hull
static void ReturnTestHull(void); // Return the test hull
bool bInUse; virtual void Precache(); void Spawn(void); virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~(FCAP_ACROSS_TRANSITION|FCAP_DONT_SAVE); }
virtual bool IsJumpLegal(const Vector &startPos, const Vector &apex, const Vector &endPos) const;
~CAI_TestHull(void); };
#endif // AI_INITUTILS_H
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