Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#pragma once
#pragma warning(push, 1)
#pragma warning(disable:4701 4702 4530)
#include <fstream>
#pragma warning(pop)
#include "fgdlib/WCKeyValues.h"
#include "mathlib/vector.h"
class BoundBox;
class CMapEntity;
class Path3D;
class CMapPathNode
{
public:
CMapPathNode();
CMapPathNode(const CMapPathNode& src);
char szName[128]; // if blank, use default
Vector pos;
DWORD dwID;
BOOL bSelected;
char szTargets[2][128]; // resolved when saving to map - not used otherwise
int nTargets;
// other values
WCKeyValues kv;
CMapPathNode& operator=(const CMapPathNode& src);
};
class CMapPath
{
friend Path3D;
public:
CMapPath();
~CMapPath();
enum
{
ADD_START = 0xfffffff0L,
ADD_END = 0xfffffff1L
};
DWORD AddNode(DWORD dwAfterID, const Vector &vecPos);
void DeleteNode(DWORD dwID);
void SetNodePosition(DWORD dwID, Vector& pt);
CMapPathNode * NodeForID(DWORD dwID, int* piIndex = NULL);
void GetNodeName(int iIndex, int iName, CString& str);
// set name/class
void SetName(LPCTSTR pszName) { strcpy(m_szName, pszName); }
LPCTSTR GetName() { return m_szName; }
void SetClass(LPCTSTR pszClass) { strcpy(m_szClass, pszClass); }
LPCTSTR GetClass() { return m_szClass; }
void EditInfo();
// save/load to/from RMF:
void SerializeRMF(std::fstream&, BOOL fIsStoring);
// save to map: (no load!!)
void SerializeMAP(std::fstream&, BOOL fIsStoring, BoundBox *pIntersecting = NULL);
//void SaveVMF(CChunkFile *pFile, CSaveInfo *pSaveInfo);
//void LoadVMF(CChunkFile *pFile);
CMapEntity *CreateEntityForNode(DWORD dwNodeID);
void CopyNodeFromEntity(DWORD dwNodeID, CMapEntity *pEntity);
// directions
enum
{
dirOneway,
dirCircular,
dirPingpong
};
int GetNodeCount() { return m_Nodes.Count(); }
private:
// nodes + number of:
CUtlVector<CMapPathNode> m_Nodes;
DWORD GetNewNodeID();
// name:
char m_szName[128];
char m_szClass[128];
int m_iDirection;
};