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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Used to create a path that can be followed by NPCs and trains.
//
//=============================================================================//
#include "cbase.h"
#include "pathtrack.h"
#include "entitylist.h"
#include "ndebugoverlay.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Save/load
//-----------------------------------------------------------------------------
BEGIN_DATADESC( CPathTrack )
DEFINE_FIELD( m_pnext, FIELD_CLASSPTR ), DEFINE_FIELD( m_pprevious, FIELD_CLASSPTR ), DEFINE_FIELD( m_paltpath, FIELD_CLASSPTR ),
DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "radius" ), DEFINE_FIELD( m_length, FIELD_FLOAT ), DEFINE_KEYFIELD( m_altName, FIELD_STRING, "altpath" ), DEFINE_KEYFIELD( m_eOrientationType, FIELD_INTEGER, "orientationtype" ), // DEFINE_FIELD( m_nIterVal, FIELD_INTEGER ),
DEFINE_INPUTFUNC( FIELD_VOID, "InPass", InputPass ), DEFINE_INPUTFUNC( FIELD_VOID, "InTeleport", InputTeleport ), DEFINE_INPUTFUNC( FIELD_VOID, "EnableAlternatePath", InputEnableAlternatePath ), DEFINE_INPUTFUNC( FIELD_VOID, "DisableAlternatePath", InputDisableAlternatePath ), DEFINE_INPUTFUNC( FIELD_VOID, "ToggleAlternatePath", InputToggleAlternatePath ),
DEFINE_INPUTFUNC( FIELD_VOID, "EnablePath", InputEnablePath ), DEFINE_INPUTFUNC( FIELD_VOID, "DisablePath", InputDisablePath ), DEFINE_INPUTFUNC( FIELD_VOID, "TogglePath", InputTogglePath ),
// Outputs
DEFINE_OUTPUT(m_OnPass, "OnPass"), DEFINE_OUTPUT(m_OnTeleport, "OnTeleport"),
END_DATADESC()
LINK_ENTITY_TO_CLASS( path_track, CPathTrack );
//-----------------------------------------------------------------------------
// Finds circular paths
//-----------------------------------------------------------------------------
int CPathTrack::s_nCurrIterVal = 0; bool CPathTrack::s_bIsIterating = false;
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CPathTrack::CPathTrack() { m_nIterVal = -1; m_eOrientationType = TrackOrientation_FacePath; }
//-----------------------------------------------------------------------------
// Spawn!
//-----------------------------------------------------------------------------
void CPathTrack::Spawn( void ) { SetSolid( SOLID_NONE ); UTIL_SetSize(this, Vector(-8, -8, -8), Vector(8, 8, 8)); }
//-----------------------------------------------------------------------------
// Activate!
//-----------------------------------------------------------------------------
void CPathTrack::Activate( void ) { BaseClass::Activate();
if ( GetEntityName() != NULL_STRING ) // Link to next, and back-link
{ Link(); } }
//-----------------------------------------------------------------------------
// Connects up the previous + next pointers
//-----------------------------------------------------------------------------
void CPathTrack::Link( void ) { CBaseEntity *pTarget;
if ( m_target != NULL_STRING ) { pTarget = gEntList.FindEntityByName( NULL, m_target );
if ( pTarget == this) { Warning("ERROR: path_track (%s) refers to itself as a target!\n", GetDebugName()); //FIXME: Why were we removing this? If it was already connected to, we weren't updating the other linked
// end, causing problems with walking through bogus memory links! -- jdw
//UTIL_Remove(this);
//return;
} else if ( pTarget ) { m_pnext = dynamic_cast<CPathTrack*>( pTarget );
if ( m_pnext ) // If no next pointer, this is the end of a path
{ m_pnext->SetPrevious( this ); } } else { Warning("Dead end link: %s\n", STRING( m_target ) ); } }
// Find "alternate" path
if ( m_altName != NULL_STRING ) { pTarget = gEntList.FindEntityByName( NULL, m_altName ); if ( pTarget ) { m_paltpath = dynamic_cast<CPathTrack*>( pTarget ); m_paltpath->SetPrevious( this ); } } }
//-----------------------------------------------------------------------------
// Circular path checking
//-----------------------------------------------------------------------------
void CPathTrack::BeginIteration() { Assert( !s_bIsIterating ); ++s_nCurrIterVal; s_bIsIterating = true; }
void CPathTrack::EndIteration() { Assert( s_bIsIterating ); s_bIsIterating = false; }
void CPathTrack::Visit() { m_nIterVal = s_nCurrIterVal; }
bool CPathTrack::HasBeenVisited() const { return ( m_nIterVal == s_nCurrIterVal ); }
//-----------------------------------------------------------------------------
// Do we have an alternate path?
//-----------------------------------------------------------------------------
bool CPathTrack::HasAlternathPath() const { return ( m_paltpath != NULL ); }
//-----------------------------------------------------------------------------
// Purpose: Toggles the track to or from its alternate path
//-----------------------------------------------------------------------------
void CPathTrack::ToggleAlternatePath( void ) { // Use toggles between two paths
if ( m_paltpath != NULL ) { if ( FBitSet( m_spawnflags, SF_PATH_ALTERNATE ) == false ) { EnableAlternatePath(); } else { DisableAlternatePath(); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPathTrack::EnableAlternatePath( void ) { if ( m_paltpath != NULL ) { SETBITS( m_spawnflags, SF_PATH_ALTERNATE ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPathTrack::DisableAlternatePath( void ) { if ( m_paltpath != NULL ) { CLEARBITS( m_spawnflags, SF_PATH_ALTERNATE ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CPathTrack::InputEnableAlternatePath( inputdata_t &inputdata ) { EnableAlternatePath(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CPathTrack::InputDisableAlternatePath( inputdata_t &inputdata ) { DisableAlternatePath(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CPathTrack::InputToggleAlternatePath( inputdata_t &inputdata ) { ToggleAlternatePath(); }
//-----------------------------------------------------------------------------
// Purpose: Toggles the track to or from its alternate path
//-----------------------------------------------------------------------------
void CPathTrack::TogglePath( void ) { // Use toggles between two paths
if ( FBitSet( m_spawnflags, SF_PATH_DISABLED ) ) { EnablePath(); } else { DisablePath(); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPathTrack::EnablePath( void ) { CLEARBITS( m_spawnflags, SF_PATH_DISABLED ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPathTrack::DisablePath( void ) { SETBITS( m_spawnflags, SF_PATH_DISABLED ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CPathTrack::InputEnablePath( inputdata_t &inputdata ) { EnablePath(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CPathTrack::InputDisablePath( inputdata_t &inputdata ) { DisablePath(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CPathTrack::InputTogglePath( inputdata_t &inputdata ) { TogglePath(); }
void CPathTrack::DrawDebugGeometryOverlays() { // ----------------------------------------------
// Draw line to next target is bbox is selected
// ----------------------------------------------
if (m_debugOverlays & (OVERLAY_BBOX_BIT|OVERLAY_ABSBOX_BIT)) { if (m_pnext) { NDebugOverlay::Line(GetAbsOrigin(),m_pnext->GetAbsOrigin(),255,100,100,true,0.0); } } BaseClass::DrawDebugGeometryOverlays(); }
CPathTrack *CPathTrack::ValidPath( CPathTrack *ppath, int testFlag ) { if ( !ppath ) return NULL;
if ( testFlag && FBitSet( ppath->m_spawnflags, SF_PATH_DISABLED ) ) return NULL;
return ppath; }
void CPathTrack::Project( CPathTrack *pstart, CPathTrack *pend, Vector &origin, float dist ) { if ( pstart && pend ) { Vector dir = (pend->GetLocalOrigin() - pstart->GetLocalOrigin()); VectorNormalize( dir ); origin = pend->GetLocalOrigin() + dir * dist; } }
CPathTrack *CPathTrack::GetNext( void ) { if ( m_paltpath && FBitSet( m_spawnflags, SF_PATH_ALTERNATE ) && !FBitSet( m_spawnflags, SF_PATH_ALTREVERSE ) ) { Assert( !m_paltpath.IsValid() || m_paltpath.Get() != NULL ); return m_paltpath; } // The paths shouldn't normally be getting deleted so assert that if it was set, it's valid.
Assert( !m_pnext.IsValid() || m_pnext.Get() != NULL ); return m_pnext; }
CPathTrack *CPathTrack::GetPrevious( void ) { if ( m_paltpath && FBitSet( m_spawnflags, SF_PATH_ALTERNATE ) && FBitSet( m_spawnflags, SF_PATH_ALTREVERSE ) ) { Assert( !m_paltpath.IsValid() || m_paltpath.Get() != NULL ); return m_paltpath; } Assert( !m_pprevious.IsValid() || m_pprevious.Get() != NULL ); return m_pprevious; }
void CPathTrack::SetPrevious( CPathTrack *pprev ) { // Only set previous if this isn't my alternate path
if ( pprev && !FStrEq( STRING(pprev->GetEntityName()), STRING(m_altName) ) ) m_pprevious = pprev; }
CPathTrack *CPathTrack::GetNextInDir( bool bForward ) { if ( bForward ) return GetNext(); return GetPrevious(); }
//-----------------------------------------------------------------------------
// Purpose: Assumes this is ALWAYS enabled
// Input : origin - position along path to look ahead from
// dist - distance to look ahead, negative values look backward
// move -
// Output : Returns the track that we will be PAST in 'dist' units.
//-----------------------------------------------------------------------------
CPathTrack *CPathTrack::LookAhead( Vector &origin, float dist, int move, CPathTrack **pNextNext ) { CPathTrack *pcurrent = this; float originalDist = dist; Vector currentPos = origin;
bool bForward = true; if ( dist < 0 ) { // Travelling backwards along the path.
dist = -dist; bForward = false; }
// Move along the path, until we've gone 'dist' units or run out of path.
while ( dist > 0 ) { // If there is no next path track, or it's disabled, we're done.
if ( !ValidPath( pcurrent->GetNextInDir( bForward ), move ) ) { if ( !move ) { Project( pcurrent->GetNextInDir( !bForward ), pcurrent, origin, dist ); }
return NULL; }
// The next path track is valid. How far are we from it?
Vector dir = pcurrent->GetNextInDir( bForward )->GetLocalOrigin() - currentPos; float length = dir.Length();
// If we are at the next node and there isn't one beyond it, return the next node.
if ( !length && !ValidPath( pcurrent->GetNextInDir( bForward )->GetNextInDir( bForward ), move ) ) { if ( pNextNext ) { *pNextNext = NULL; }
if ( dist == originalDist ) { // Didn't move at all, must be in a dead end.
return NULL; }
return pcurrent->GetNextInDir( bForward ); }
// If we don't hit the next path track within the distance remaining, we're done.
if ( length > dist ) { origin = currentPos + ( dir * ( dist / length ) ); if ( pNextNext ) { *pNextNext = pcurrent->GetNextInDir( bForward ); }
return pcurrent; }
// We hit the next path track, advance to it.
dist -= length; currentPos = pcurrent->GetNextInDir( bForward )->GetLocalOrigin(); pcurrent = pcurrent->GetNextInDir( bForward ); origin = currentPos; }
// We consumed all of the distance, and exactly landed on a path track.
if ( pNextNext ) { *pNextNext = pcurrent->GetNextInDir( bForward ); }
return pcurrent; }
// Assumes this is ALWAYS enabled
CPathTrack *CPathTrack::Nearest( const Vector &origin ) { int deadCount; float minDist, dist; Vector delta; CPathTrack *ppath, *pnearest;
delta = origin - GetLocalOrigin(); delta.z = 0; minDist = delta.Length(); pnearest = this; ppath = GetNext();
// Hey, I could use the old 2 racing pointers solution to this, but I'm lazy :)
deadCount = 0; while ( ppath && ppath != this ) { deadCount++; if ( deadCount > 9999 ) { Warning( "Bad sequence of path_tracks from %s\n", GetDebugName() ); Assert(0); return NULL; } delta = origin - ppath->GetLocalOrigin(); delta.z = 0; dist = delta.Length(); if ( dist < minDist ) { minDist = dist; pnearest = ppath; } ppath = ppath->GetNext(); } return pnearest; }
//-----------------------------------------------------------------------------
// Purpose: Returns how the path follower should orient itself when moving
// through this path track.
//-----------------------------------------------------------------------------
TrackOrientationType_t CPathTrack::GetOrientationType() { return m_eOrientationType; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
QAngle CPathTrack::GetOrientation( bool bForwardDir ) { TrackOrientationType_t eOrient = GetOrientationType(); if ( eOrient == TrackOrientation_FacePathAngles ) { return GetLocalAngles(); }
CPathTrack *pPrev = this; CPathTrack *pNext = GetNextInDir( bForwardDir );
if ( !pNext ) { pPrev = GetNextInDir( !bForwardDir ); pNext = this; }
Vector vecDir = pNext->GetLocalOrigin() - pPrev->GetLocalOrigin();
QAngle angDir; VectorAngles( vecDir, angDir ); return angDir; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pent -
// Output : CPathTrack
//-----------------------------------------------------------------------------
CPathTrack *CPathTrack::Instance( edict_t *pent ) { CBaseEntity *pEntity = CBaseEntity::Instance( pent ); if ( FClassnameIs( pEntity, "path_track" ) ) return (CPathTrack *)pEntity; return NULL; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPathTrack::InputPass( inputdata_t &inputdata ) { m_OnPass.FireOutput( inputdata.pActivator, this );
#ifdef TF_DLL
IGameEvent * event = gameeventmanager->CreateEvent( "path_track_passed" ); if ( event ) { event->SetInt( "index", entindex() ); gameeventmanager->FireEvent( event, true ); } #endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPathTrack::InputTeleport( inputdata_t &inputdata ) { m_OnTeleport.FireOutput( inputdata.pActivator, this ); }
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