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