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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/nav_ladder.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//===========================================================================//
+
+// Navigation ladders
+// Author: Michael S. Booth ([email protected]), January 2003
+
+#ifndef _NAV_LADDER_H_
+#define _NAV_LADDER_H_
+
+#include "nav.h"
+
+class CNavArea;
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * The NavLadder represents ladders in the Navigation Mesh, and their connections to adjacent NavAreas
+ * @todo Deal with ladders that allow jumping off to areas in the middle
+ */
+class CNavLadder
+{
+public:
+ CNavLadder( void )
+ {
+ m_topForwardArea = NULL;
+ m_topRightArea = NULL;
+ m_topLeftArea = NULL;
+ m_topBehindArea = NULL;
+ m_bottomArea = NULL;
+
+ // set an ID for interactive editing - loads will overwrite this
+ m_id = m_nextID++;
+ }
+
+ ~CNavLadder();
+
+ void OnRoundRestart( void ); ///< invoked when a game round restarts
+
+ void Save( CUtlBuffer &fileBuffer, unsigned int version ) const;
+ void Load( CUtlBuffer &fileBuffer, unsigned int version );
+
+ unsigned int GetID( void ) const { return m_id; } ///< return this ladder's unique ID
+ static void CompressIDs( void ); ///<re-orders ladder ID's so they are continuous
+
+ enum LadderDirectionType
+ {
+ LADDER_UP = 0,
+ LADDER_DOWN,
+
+ NUM_LADDER_DIRECTIONS
+ };
+
+ Vector m_top; ///< world coords of the top of the ladder
+ Vector m_bottom; ///< world coords of the top of the ladder
+ float m_length; ///< the length of the ladder
+ float m_width;
+
+ Vector GetPosAtHeight( float height ) const; ///< Compute x,y coordinate of the ladder at a given height
+
+ CNavArea *m_topForwardArea; ///< the area at the top of the ladder
+ CNavArea *m_topLeftArea;
+ CNavArea *m_topRightArea;
+ CNavArea *m_topBehindArea; ///< area at top of ladder "behind" it - only useful for descending
+ CNavArea *m_bottomArea; ///< the area at the bottom of the ladder
+
+ bool IsConnected( const CNavArea *area, LadderDirectionType dir ) const; ///< returns true if given area is connected in given direction
+
+ void ConnectGeneratedLadder( float maxHeightAboveTopArea ); ///< Connect a generated ladder to nav areas at the end of nav generation
+
+ void ConnectTo( CNavArea *area ); ///< connect this ladder to given area
+ void Disconnect( CNavArea *area ); ///< disconnect this ladder from given area
+
+ void OnSplit( CNavArea *original, CNavArea *alpha, CNavArea *beta ); ///< when original is split into alpha and beta, update our connections
+ void OnDestroyNotify( CNavArea *dead ); ///< invoked when given area is going away
+
+ void DrawLadder( void ) const; ///< Draws ladder and connections
+ void DrawConnectedAreas( void ); ///< Draws connected areas
+
+ void UpdateDangling( void ); ///< Checks if the ladder is dangling (bots cannot go up)
+
+ bool IsInUse( const CBasePlayer *ignore = NULL ) const; ///< return true if someone is on this ladder (other than 'ignore')
+
+ void SetDir( NavDirType dir );
+ NavDirType GetDir( void ) const;
+ const Vector &GetNormal( void ) const;
+
+ void Shift( const Vector &shift ); ///< shift the nav ladder
+
+ bool IsUsableByTeam( int teamNumber ) const;
+ CBaseEntity *GetLadderEntity( void ) const;
+
+private:
+ void FindLadderEntity( void );
+
+ EHANDLE m_ladderEntity;
+
+ NavDirType m_dir; ///< which way the ladder faces (ie: surface normal of climbable side)
+ Vector m_normal; ///< surface normal of the ladder surface (or Vector-ized m_dir, if the traceline fails)
+
+ enum LadderConnectionType ///< Ladder connection directions, to facilitate iterating over connections
+ {
+ LADDER_TOP_FORWARD = 0,
+ LADDER_TOP_LEFT,
+ LADDER_TOP_RIGHT,
+ LADDER_TOP_BEHIND,
+ LADDER_BOTTOM,
+
+ NUM_LADDER_CONNECTIONS
+ };
+
+ CNavArea ** GetConnection( LadderConnectionType dir );
+
+ static unsigned int m_nextID; ///< used to allocate unique IDs
+ unsigned int m_id; ///< unique area ID
+};
+typedef CUtlVector< CNavLadder * > NavLadderVector;
+
+
+//--------------------------------------------------------------------------------------------------------------
+inline bool CNavLadder::IsUsableByTeam( int teamNumber ) const
+{
+ if ( m_ladderEntity.Get() == NULL )
+ return true;
+
+ int ladderTeamNumber = m_ladderEntity->GetTeamNumber();
+ return ( teamNumber == ladderTeamNumber || ladderTeamNumber == TEAM_UNASSIGNED );
+}
+
+
+//--------------------------------------------------------------------------------------------------------------
+inline CBaseEntity *CNavLadder::GetLadderEntity( void ) const
+{
+ return m_ladderEntity.Get();
+}
+
+
+//--------------------------------------------------------------------------------------------------------------
+inline NavDirType CNavLadder::GetDir( void ) const
+{
+ return m_dir;
+}
+
+
+//--------------------------------------------------------------------------------------------------------------
+inline const Vector &CNavLadder::GetNormal( void ) const
+{
+ return m_normal;
+}
+
+
+#endif // _NAV_LADDER_H_