Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// nav_entities.h
// Navigation entities
// Author: Michael S. Booth ([email protected]), 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
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