Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// cs_nav_mesh.h
// The Navigation Mesh interface
// Author: Michael S. Booth ([email protected]), January 2003
//
// Author: Michael S. Booth ([email protected]), 2003
//
// NOTE: The Navigation code uses Doxygen-style comments. If you run Doxygen over this code, it will
// auto-generate documentation. Visit www.doxygen.org to download the system for free.
//
#ifndef _CS_NAV_MESH_H_
#define _CS_NAV_MESH_H_
#include "filesystem.h"
#include "nav_mesh.h"
#include "cs_nav.h"
#include "nav_area.h"
#include "nav_colors.h"
class CNavArea;
class CCSNavArea;
class CBaseEntity;
//--------------------------------------------------------------------------------------------------------
/**
* The CSNavMesh is the global interface to the Navigation Mesh.
* @todo Make this an abstract base class interface, and derive mod-specific implementations.
*/
class CSNavMesh : public CNavMesh
{
public:
CSNavMesh( void );
virtual ~CSNavMesh();
virtual CNavArea *CreateArea( void ) const; // CNavArea factory
virtual unsigned int GetSubVersionNumber( void ) const; // returns sub-version number of data format used by derived classes
virtual void SaveCustomData( CUtlBuffer &fileBuffer ) const; // store custom mesh data for derived classes
virtual void LoadCustomData( CUtlBuffer &fileBuffer, unsigned int subVersion ); // load custom mesh data for derived classes
virtual void Reset( void ); ///< destroy Navigation Mesh data and revert to initial state
virtual void Update( void ); ///< invoked on each game frame
virtual NavErrorType Load( void ); // load navigation data from a file
virtual NavErrorType PostLoad( unsigned int version ); // (EXTEND) invoked after all areas have been loaded - for pointer binding, etc
virtual bool Save( void ) const; ///< store Navigation Mesh to a file
void ClearPlayerCounts( void ); ///< zero player counts in all areas
void ResetDMSpawns( void );
protected:
virtual void BeginCustomAnalysis( bool bIncremental );
virtual void PostCustomAnalysis( void ); // invoked when custom analysis step is complete
virtual void EndCustomAnalysis();
virtual bool IsMeshVisibilityGenerated( void ) const { return false; } // allow derived meshes to skip costly mesh visibility computation and storage
private:
void MaintainChickenPopulation( void );
int m_desiredChickenCount;
CountdownTimer m_refreshChickenTimer;
CUtlVector< CHandle< CBaseEntity > > m_chickenVector;
void MaintainDMSpawnPopulation( void );
int m_desiredDMSpawns;
int m_consecutiveFailedAttempts;
CountdownTimer m_refreshDMSpawnTimer;
CUtlVector< CHandle< CBaseEntity > > m_DMSpawnVector;
bool IsSpawnBlockedByTrigger( Vector pos );
int AllEdictsAlongRay( CBaseEntity **pList, int listMax, const Ray_t &ray, int flagMask );
};
#endif // _CS_NAV_MESH_H_