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https://github.com/nillerusr/source-engine.git
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159 lines
4.4 KiB
C++
159 lines
4.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef PATHTRACK_H
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#define PATHTRACK_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "entityoutput.h"
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#include "shareddefs.h"
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//-----------------------------------------------------------------------------
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// Spawnflag for CPathTrack
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//-----------------------------------------------------------------------------
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#define SF_PATH_DISABLED 0x00000001
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//#define SF_PATH_FIREONCE 0x00000002
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#define SF_PATH_ALTREVERSE 0x00000004
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#define SF_PATH_DISABLE_TRAIN 0x00000008
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#define SF_PATH_TELEPORT 0x00000010
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#define SF_PATH_UPHILL 0x00000020
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#define SF_PATH_DOWNHILL 0x00000040
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#define SF_PATH_ALTERNATE 0x00008000
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enum TrackOrientationType_t
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{
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TrackOrientation_Fixed = 0,
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TrackOrientation_FacePath,
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TrackOrientation_FacePathAngles,
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};
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//-----------------------------------------------------------------------------
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// Paths!
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//-----------------------------------------------------------------------------
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class CPathTrack : public CPointEntity
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{
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DECLARE_CLASS( CPathTrack, CPointEntity );
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public:
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CPathTrack();
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void Spawn( void );
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void Activate( void );
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void DrawDebugGeometryOverlays();
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void ToggleAlternatePath( void );
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void EnableAlternatePath( void );
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void DisableAlternatePath( void );
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bool HasAlternathPath() const;
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void TogglePath( void );
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void EnablePath( void );
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void DisablePath( void );
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static CPathTrack *ValidPath( CPathTrack *ppath, int testFlag = true ); // Returns ppath if enabled, NULL otherwise
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CPathTrack *GetNextInDir( bool bForward );
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CPathTrack *GetNext( void );
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CPathTrack *GetPrevious( void );
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CPathTrack *Nearest( const Vector &origin );
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//CPathTrack *LookAhead( Vector &origin, float dist, int move );
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CPathTrack *LookAhead( Vector &origin, float dist, int move, CPathTrack **pNextNext = NULL );
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TrackOrientationType_t GetOrientationType();
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QAngle GetOrientation( bool bForwardDir );
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CHandle<CPathTrack> m_pnext;
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CHandle<CPathTrack> m_pprevious;
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CHandle<CPathTrack> m_paltpath;
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float GetRadius() const { return m_flRadius; }
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// These four methods help for circular path checking. Call BeginIteration
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// before iterating, EndInteration afterwards. Call Visit on each path in the
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// list. Then you can use HasBeenVisited to see if you've visited the node
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// already, which means you've got a circular or lasso path. You can use the
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// macro BEGIN_PATH_TRACK_ITERATION below to simplify the calls to
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// BeginInteration + EndIteration.
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static void BeginIteration();
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static void EndIteration();
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void Visit();
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bool HasBeenVisited() const;
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bool IsUpHill(){ return ( FBitSet( m_spawnflags, SF_PATH_UPHILL ) ) ? true : false; }
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bool IsDownHill(){ return ( FBitSet( m_spawnflags, SF_PATH_DOWNHILL ) ) ? true : false; }
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int GetHillType()
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{
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int iRetVal = HILL_TYPE_NONE;
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if ( IsUpHill() )
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{
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iRetVal = HILL_TYPE_UPHILL;
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}
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else if ( IsDownHill() )
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{
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iRetVal = HILL_TYPE_DOWNHILL;
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}
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return iRetVal;
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}
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bool IsDisabled( void ){ return FBitSet( m_spawnflags, SF_PATH_DISABLED ); }
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void InputPass( inputdata_t &inputdata );
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void InputTeleport( inputdata_t &inputdata );
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void InputToggleAlternatePath( inputdata_t &inputdata );
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void InputEnableAlternatePath( inputdata_t &inputdata );
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void InputDisableAlternatePath( inputdata_t &inputdata );
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void InputTogglePath( inputdata_t &inputdata );
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void InputEnablePath( inputdata_t &inputdata );
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void InputDisablePath( inputdata_t &inputdata );
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private:
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void Project( CPathTrack *pstart, CPathTrack *pend, Vector &origin, float dist );
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void SetPrevious( CPathTrack *pprevious );
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void Link( void );
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static CPathTrack *Instance( edict_t *pent );
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DECLARE_DATADESC();
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float m_flRadius;
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float m_length;
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string_t m_altName;
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int m_nIterVal;
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TrackOrientationType_t m_eOrientationType;
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COutputEvent m_OnPass;
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COutputEvent m_OnTeleport;
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static int s_nCurrIterVal;
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static bool s_bIsIterating;
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};
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//-----------------------------------------------------------------------------
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// Used to make sure circular iteration works all nice
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//-----------------------------------------------------------------------------
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#define BEGIN_PATH_TRACK_ITERATION() CPathTrackVisitor _visit
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class CPathTrackVisitor
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{
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public:
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CPathTrackVisitor() { CPathTrack::BeginIteration(); }
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~CPathTrackVisitor() { CPathTrack::EndIteration(); }
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};
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#endif // PATHTRACK_H
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