ReGameDLL_CS/regamedll/game_shared/bot/nav_node.h

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/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
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*/
#ifndef NAV_NODE_H
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#define NAV_NODE_H
#ifdef _WIN32
#pragma once
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#endif
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#ifdef HOOK_GAMEDLL
//#define Opposite (*pOpposite)
//#define m_list (*pm_list)
//#define NodeMapExtent (*pNodeMapExtent)
#endif // HOOK_GAMEDLL
//extern NavDirType Opposite[ NUM_DIRECTIONS ];
//extern Extent NodeMapExtent;
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class CNavNode
{
public:
CNavNode(const Vector *pos, const Vector *normal, CNavNode *parent = NULL);
// return navigation node at the position, or NULL if none exists
static const CNavNode *GetNode(const Vector *pos);
// get navigation node connected in given direction, or NULL if cant go that way
CNavNode *GetConnectedNode(NavDirType dir) const;
const Vector *GetPosition(void) const;
const Vector *GetNormal(void) const
{
return &m_normal;
}
unsigned int GetID(void) const
{
return m_id;
}
static CNavNode *GetFirst(void)
{
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return IMPL(m_list);
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}
static unsigned int GetListLength(void)
{
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return IMPL(m_listLength);
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}
CNavNode *GetNext(void)
{
return m_next;
}
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// create a connection FROM this node TO the given node, in the given direction
void ConnectTo(CNavNode *node, NavDirType dir);
CNavNode *GetParent(void) const;
void MarkAsVisited(NavDirType dir); // mark the given direction as having been visited
BOOL HasVisited(NavDirType dir); // return TRUE if the given direction has already been searched
BOOL IsBiLinked(NavDirType dir) const; // node is bidirectionally linked to another node in the given direction
BOOL IsClosedCell(void) const; // node is the NW corner of a bi-linked quad of nodes
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// TODO: Should pass in area that is covering
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void Cover(void)
{
m_isCovered = true;
}
// return true if this node has been covered by an area
BOOL IsCovered(void) const
{
return m_isCovered;
}
// assign the given area to this node
void AssignArea(CNavArea *area);
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// return associated area
CNavArea *GetArea(void) const;
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void SetAttributes(unsigned char bits)
{
m_attributeFlags = bits;
}
unsigned char GetAttributes(void) const
{
return m_attributeFlags;
}
private:
friend void DestroyNavigationMap(void);
Vector m_pos; // position of this node in the world
Vector m_normal; // surface normal at this location
CNavNode *m_to[ NUM_DIRECTIONS ]; // links to north, south, east, and west. NULL if no link
unsigned int m_id; // unique ID of this node
unsigned char m_attributeFlags; // set of attribute bit flags (see NavAttributeType)
#ifdef HOOK_GAMEDLL
public:
#endif // HOOK_GAMEDLL
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static CNavNode *IMPL(m_list); // the master list of all nodes for this map
static unsigned int IMPL(m_listLength);
#ifdef HOOK_GAMEDLL
private:
#endif // HOOK_GAMEDLL
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CNavNode *m_next; // next link in master list
// below are only needed when generating
// flags for automatic node generation. If direction bit is clear, that direction hasn't been explored yet.
unsigned char m_visited;
CNavNode *m_parent; // the node prior to this in the search, which we pop back to when this node's search is done (a stack)
BOOL m_isCovered; // true when this node is "covered" by a CNavArea
CNavArea *m_area; // the area this node is contained within
};/* size: 68, cachelines: 2, members: 12 */
/* <4c0577> ../game_shared/bot/nav_node.h:74 */
inline CNavNode *CNavNode::GetConnectedNode(NavDirType dir) const
{
return m_to[ dir ];
}
/* <4c05ba> ../game_shared/bot/nav_node.h:79 */
inline const Vector *CNavNode::GetPosition(void) const
{
return &m_pos;
}
/* <3434df> ../game_shared/bot/nav_node.h:84 */
inline CNavNode *CNavNode::GetParent(void) const
{
return m_parent;
}
/* <3434fe> ../game_shared/bot/nav_node.h:89 */
inline void CNavNode::MarkAsVisited(NavDirType dir)
{
m_visited |= (1 << dir);
}
/* <343523> ../game_shared/bot/nav_node.h:94 */
inline BOOL CNavNode::HasVisited(NavDirType dir)
{
if (m_visited & (1 << dir))
return true;
return false;
}
/* <4bfdb6> ../game_shared/bot/nav_node.h:102 */
inline void CNavNode::AssignArea(CNavArea *area)
{
m_area = area;
}
/* <4bfdde> ../game_shared/bot/nav_node.h:107 */
inline CNavArea *CNavNode::GetArea(void) const
{
return m_area;
}
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#endif // NAV_NODE_H