mirror of
https://github.com/UberGames/EF2GameSource.git
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108 lines
2.8 KiB
C++
108 lines
2.8 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/path.h $
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// $Revision:: 5 $
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// $Author:: Steven $
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// $Date:: 10/13/03 8:54a $
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//
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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//
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#ifndef __PATH_H__
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#define __PATH_H__
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#include "g_local.h"
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#include "class.h"
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#include "container.h"
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#include "navigate.h"
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class Path : public Class
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{
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private:
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Container<PathNodePtr> pathlist;
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Container<float> distanceToNextNode;
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Container<Vector> dirToNextNode;
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float pathlength;
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PathNodePtr from;
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PathNodePtr to;
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int nextnode;
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void _UpdateNodeValues(int const nodeNumber);
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void _UpdatePathLength(void);
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public:
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CLASS_PROTOTYPE( Path );
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Path();
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Path( int numnodes );
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void Clear( void );
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void Reset( void );
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void AddNode( PathNode *node );
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void InsertNode( PathNode *node, int const insertionPoint );
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void RemoveNode( PathNode *node );
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PathNode *GetNode( int num );
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int GetNodeIndex( PathNode *node );
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PathNode *PreviousNode( void );
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PathNode *NextNode( void );
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PathNode *NextNode( const PathNode *node );
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Vector ClosestPointOnPath( const Vector &pos );
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float DistanceAlongPath( const Vector &pos );
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Vector PointAtDistance( float dist );
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PathNode *NextNode( float dist );
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void DrawPath( float r, float g, float b, float time );
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int NumNodes( void );
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float Length( void );
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PathNode *Start( void );
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PathNode *End( void );
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virtual void Archive( Archiver &arc );
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};
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inline void Path::Archive
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(
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Archiver &arc
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)
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{
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PathNodePtr node;
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int i, num;
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Class::Archive( arc );
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if ( arc.Saving() )
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{
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num = pathlist.NumObjects();
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}
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arc.ArchiveInteger( &num );
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if ( arc.Loading() )
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{
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pathlist.FreeObjectList();
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if ( num )
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pathlist.Resize( num );
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distanceToNextNode.FreeObjectList();
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dirToNextNode.FreeObjectList();
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}
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for ( i = 1; i <= num; i++ )
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{
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if ( arc.Loading() )
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pathlist.AddObject( node );
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arc.ArchiveSafePointer( pathlist.AddressOfObjectAt( i ) );
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}
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distanceToNextNode.Archive( arc );
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dirToNextNode.Archive( arc );
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arc.ArchiveFloat( &pathlength );
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arc.ArchiveSafePointer( &from );
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arc.ArchiveSafePointer( &to );
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arc.ArchiveInteger( &nextnode );
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}
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typedef SafePtr<Path> PathPtr;
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#endif /* path.h */
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