Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// nav_area.h
// Navigation areas
// Author: Michael S. Booth ([email protected]), January 2003
#ifndef _CS_NAV_AREA_H_
#define _CS_NAV_AREA_H_
#include "nav_area.h"
class CCSHidingSpot : public HidingSpot { public: virtual ~CCSHidingSpot(); void SetOwningEntity( class CPointHidingSpot *pHidingSpotEnt ); protected: CPointHidingSpot *m_pOwningEntity; };
//-------------------------------------------------------------------------------------------------------------------
/**
* A CNavArea is a rectangular region defining a walkable area in the environment */ class CCSNavArea : public CNavArea { public: DECLARE_CLASS( CCSNavArea, CNavArea );
CCSNavArea( void ); ~CCSNavArea();
virtual void OnServerActivate( void ); // (EXTEND) invoked when map is initially loaded
virtual void OnRoundRestart( void ); // (EXTEND) invoked for each area when the round restarts
virtual void Draw( void ) const; // draw area for debugging & editing
virtual void Save( CUtlBuffer &fileBuffer, unsigned int version ) const; // (EXTEND)
virtual NavErrorType Load( CUtlBuffer &fileBuffer, unsigned int version, unsigned int subVersion ); // (EXTEND)
virtual NavErrorType PostLoad( void ); // (EXTEND) invoked after all areas have been loaded - for pointer binding, etc
virtual void CustomAnalysis( bool isIncremental = false ); // for game-specific analysis
virtual float GetDangerDecayRate( void ) const; // return danger decay rate per second
virtual float GetEarliestOccupyTime( int teamID ) const OVERRIDE; // returns the minimum time for someone of the given team to reach this spot from their spawn
// Use nav blockers in coop mode. There is a bug with these functions causing bots to lose
// their path at the start of rounds that is undiagnosed at the time of this comment. Coop needs nav blockers
// and doesn't (seem) to have any issues with blocked nav so let's leave it on for them
virtual void UpdateBlocked( bool force = false, int teamID = TEAM_ANY ) OVERRIDE; // Updates the (un)blocked status of the nav area (throttled)
virtual bool IsBlocked( int teamID, bool ignoreNavBlockers = false ) const OVERRIDE;
//- approach areas ----------------------------------------------------------------------------------
struct ApproachInfo { NavConnect here; ///< the approach area
NavConnect prev; ///< the area just before the approach area on the path
NavConnect next; ///< the area just after the approach area on the path
uint16 prevToHereHow; // NavTraverseType
uint16 hereToNextHow; }; const ApproachInfo *GetApproachInfo( int i ) const { return &m_approach[i]; } int GetApproachInfoCount( void ) const { return m_approachCount; } void ComputeApproachAreas( void ); ///< determine the set of "approach areas" - for map learning
//- player counting --------------------------------------------------------------------------------
void ClearPlayerCount( void ); ///< set the player count to zero
protected: NavErrorType LoadLegacy( CUtlBuffer &fileBuffer, unsigned int version, unsigned int subVersion );
private: //- approach areas ----------------------------------------------------------------------------------
enum { MAX_APPROACH_AREAS = 16 }; ApproachInfo m_approach[ MAX_APPROACH_AREAS ]; unsigned char m_approachCount;
unsigned char m_paddingToAlignTo128[ int( 0 - sizeof( CNavArea ) - ( sizeof( ApproachInfo ) * MAX_APPROACH_AREAS ) - sizeof( unsigned char ) ) & 127 ]; };
//--------------------------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------------------------
//
// Inlines
//
inline void CCSNavArea::ClearPlayerCount( void ) { #ifndef PLATFORM_64BITS
COMPILE_TIME_ASSERT( sizeof( CCSNavArea ) == 768 ); // legacy 32-bit struct was 768 bytes, preserving for compatibility
#endif
for( int i=0; i<MAX_NAV_TEAMS; ++i ) { m_playerCount[ i ] = 0; } }
#endif // _CS_NAV_AREA_H_
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