ReGameDLL_CS/regamedll/game_shared/bot/nav_node.cpp

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#include "precompiled.h"
/*
* Globals initialization
*/
#ifndef HOOK_GAMEDLL
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NavDirType Opposite[NUM_DIRECTIONS] = { SOUTH, WEST, NORTH, EAST };
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CNavNode *CNavNode::m_list = nullptr;
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unsigned int CNavNode::m_listLength = 0;
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#endif
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//Extent NodeMapExtent;
CNavNode::CNavNode(const Vector *pos, const Vector *normal, CNavNode *parent)
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{
m_pos = *pos;
m_normal = *normal;
static unsigned int nextID = 1;
m_id = nextID++;
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for (int i = 0; i < NUM_DIRECTIONS; i++)
m_to[i] = nullptr;
m_visited = 0;
m_parent = parent;
m_next = IMPL(m_list);
IMPL(m_list) = this;
IMPL(m_listLength)++;
m_isCovered = FALSE;
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m_area = nullptr;
m_attributeFlags = 0;
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}
// Create a connection FROM this node TO the given node, in the given direction
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void CNavNode::ConnectTo(CNavNode *node, NavDirType dir)
{
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m_to[dir] = node;
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}
// Return node at given position
// TODO: Need a hash table to make this lookup fast
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const CNavNode *CNavNode::GetNode(const Vector *pos)
{
const float tolerance = 0.45f * GenerationStepSize;
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for (const CNavNode *node = IMPL(m_list); node; node = node->m_next)
{
float dx = ABS(node->m_pos.x - pos->x);
float dy = ABS(node->m_pos.y - pos->y);
float dz = ABS(node->m_pos.z - pos->z);
if (dx < tolerance && dy < tolerance && dz < tolerance)
return node;
}
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return nullptr;
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}
// Return true if this node is bidirectionally linked to
// another node in the given direction
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BOOL CNavNode::IsBiLinked(NavDirType dir) const
{
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if (m_to[dir] && m_to[dir]->m_to[Opposite[dir]] == this)
return true;
return false;
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}
// Return true if this node is the NW corner of a quad of nodes
// that are all bidirectionally linked
BOOL CNavNode::IsClosedCell() const
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{
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if (IsBiLinked(SOUTH) && IsBiLinked(EAST) && m_to[EAST]->IsBiLinked(SOUTH) && m_to[SOUTH]->IsBiLinked(EAST)
&& m_to[EAST]->m_to[SOUTH] == m_to[SOUTH]->m_to[EAST])
return true;
return false;
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}