Team Fortress 2 Source Code as on 22/4/2020
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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 );
}