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Diffstat (limited to 'game/server/ai_link.h')
| -rw-r--r-- | game/server/ai_link.h | 65 |
1 files changed, 65 insertions, 0 deletions
diff --git a/game/server/ai_link.h b/game/server/ai_link.h new file mode 100644 index 0000000..d9d5713 --- /dev/null +++ b/game/server/ai_link.h @@ -0,0 +1,65 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Base combat character with no AI +// +// $Workfile: $ +// $Date: $ +// +//----------------------------------------------------------------------------- +// $Log: $ +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef AI_LINK_H +#define AI_LINK_H +#pragma once + +#include "ai_hull.h" // For num hulls + +struct edict_t; + +enum Link_Info_t +{ + bits_LINK_STALE_SUGGESTED = 0x01, // NPC found this link to be blocked + bits_LINK_OFF = 0x02, // This link has been turned off +}; + +//============================================================================= +// >> CAI_Link +//============================================================================= + +class CAI_DynamicLink; + +#define AI_MOVE_TYPE_BITS ( bits_CAP_MOVE_GROUND | bits_CAP_MOVE_JUMP | bits_CAP_MOVE_FLY | bits_CAP_MOVE_CLIMB | bits_CAP_MOVE_SWIM | bits_CAP_MOVE_CRAWL ) + +class CAI_Link +{ +public: + + short m_iSrcID; // the node that 'owns' this link + short m_iDestID; // the node on the other end of the link. + + int DestNodeID(int srcID); // Given the source node ID, returns the destination ID + + byte m_iAcceptedMoveTypes[NUM_HULLS]; // Capability_T of motions acceptable for each hull type + + byte m_LinkInfo; // other information about this link + + float m_timeStaleExpires; + + CAI_DynamicLink *m_pDynamicLink; + + //edict_t *m_pLinkEnt; // the entity that blocks this connection (doors, etc) + + // m_szLinkEntModelname is not necessarily NULL terminated (so we can store it in a more alignment-friendly 4 bytes) + //char m_szLinkEntModelname[ 4 ];// the unique name of the brush model that blocks the connection (this is kept for save/restore) + + //float m_flWeight; // length of the link line segment + +private: + friend class CAI_Network; + CAI_Link(void); +}; + +#endif // AI_LINK_H |