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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/cstrike/cs_nav_mesh.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+// cs_nav_mesh.h
+// The Navigation Mesh interface
+// Author: Michael S. Booth ([email protected]), January 2003
+
+//
+// Author: Michael S. Booth ([email protected]), 2003
+//
+// NOTE: The Navigation code uses Doxygen-style comments. If you run Doxygen over this code, it will
+// auto-generate documentation. Visit www.doxygen.org to download the system for free.
+//
+
+#ifndef _CS_NAV_MESH_H_
+#define _CS_NAV_MESH_H_
+
+#include "filesystem.h"
+
+#include "nav_mesh.h"
+
+#include "cs_nav.h"
+#include "nav_area.h"
+#include "nav_colors.h"
+
+class CNavArea;
+class CCSNavArea;
+class CBaseEntity;
+
+//--------------------------------------------------------------------------------------------------------
+/**
+ * The CSNavMesh is the global interface to the Navigation Mesh.
+ * @todo Make this an abstract base class interface, and derive mod-specific implementations.
+ */
+class CSNavMesh : public CNavMesh
+{
+public:
+ CSNavMesh( void );
+ virtual ~CSNavMesh();
+
+ virtual CNavArea *CreateArea( void ) const; // CNavArea factory
+
+ virtual unsigned int GetSubVersionNumber( void ) const; // returns sub-version number of data format used by derived classes
+ virtual void SaveCustomData( CUtlBuffer &fileBuffer ) const; // store custom mesh data for derived classes
+ virtual void LoadCustomData( CUtlBuffer &fileBuffer, unsigned int subVersion ); // load custom mesh data for derived classes
+
+ virtual void Reset( void ); ///< destroy Navigation Mesh data and revert to initial state
+ virtual void Update( void ); ///< invoked on each game frame
+
+ virtual NavErrorType Load( void ); // load navigation data from a file
+ virtual NavErrorType PostLoad( unsigned int version ); // (EXTEND) invoked after all areas have been loaded - for pointer binding, etc
+ virtual bool Save( void ) const; ///< store Navigation Mesh to a file
+
+ void ClearPlayerCounts( void ); ///< zero player counts in all areas
+
+protected:
+ virtual void BeginCustomAnalysis( bool bIncremental );
+ virtual void PostCustomAnalysis( void ); // invoked when custom analysis step is complete
+ virtual void EndCustomAnalysis();
+
+private:
+};
+
+#endif // _CS_NAV_MESH_H_