/*
*
*   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.
*
*/

#pragma once

// The 'place directory' is used to save and load places from
// nav files in a size-efficient manner that also allows for the
// order of the place ID's to change without invalidating the
// nav files.
//
// The place directory is stored in the nav file as a list of
// place name strings.  Each nav area then contains an index
// into that directory, or zero if no place has been assigned to
// that area.
class PlaceDirectory
{
public:
	typedef unsigned short EntryType;

	void Reset();
	bool IsKnown(Place place) const;			// return true if this place is already in the directory
	EntryType GetEntry(Place place) const;		// return the directory entry corresponding to this Place (0 = no entry)
	void AddPlace(Place place);					// add the place to the directory if not already known
	Place EntryToPlace(EntryType entry) const;	// given an entry, return the Place
	void Save(int fd);							// store the directory
	void Load(SteamFile *file);					// load the directory

private:
	std::vector<Place> m_directory;
};

bool SaveNavigationMap(const char *filename);
void LoadLocationFile(const char *filename);
void SanityCheckNavigationMap(const char *mapName);	// Performs a lightweight sanity-check of the specified map's nav mesh
NavErrorType LoadNavigationMap();