sqwarmed/sdk_src/game/server/ai_link.h

74 lines
2.4 KiB
C++

//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: Used to deal with AI navigation
//
// $Workfile: $
// $Date: $
//===========================================================================//
#ifndef AI_LINK_H
#define AI_LINK_H
#ifdef _WIN32
#pragma once
#endif
#include "ai_hull.h" // For num hulls
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
bits_LINK_PRECISE_MOVEMENT = 0x04, // This link requires precise movement near it (for moving through doors for NPCs w/ sloppy movement)
bits_PREFER_AVOID = 0x08, // This link has been marked as to prefer not to use it
bits_LINK_ASW_BASHABLE = 0x10, // This link is marked as blocked by a door that certain NPCs can break down
};
// for most purposes a bashable door link is considered impassable (only special case NPCs can break them down and they
// need custom behaviors)
//=============================================================================
// >> 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.
inline 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;
int m_nDangerCount; // How many dangerous things are near this link?
CAI_DynamicLink *m_pDynamicLink;
private:
friend class CAI_Network;
CAI_Link(void);
};
//-----------------------------------------------------------------------------
// Purpose: Given the source node ID, returns the destination ID
// Input :
// Output :
//-----------------------------------------------------------------------------
inline int CAI_Link::DestNodeID(int srcID)
{
// hardware op for ( srcID==m_iSrcID ? m_iDestID : m_iSrcID )
return ieqsel( srcID, m_iSrcID, m_iDestID, m_iSrcID );
}
#endif // AI_LINK_H