/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ // // ========================== PATH_CORNER =========================== // #include "extdll.h" #include "util.h" #include "cbase.h" #include "trains.h" #include "saverestore.h" class CPathCorner : public CPointEntity { public: void Spawn(); void KeyValue( KeyValueData* pkvd ); float GetDelay( void ) { return m_flWait; } //void Touch( CBaseEntity *pOther ); virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; private: float m_flWait; }; LINK_ENTITY_TO_CLASS( path_corner, CPathCorner ) // Global Savedata for Delay TYPEDESCRIPTION CPathCorner::m_SaveData[] = { DEFINE_FIELD( CPathCorner, m_flWait, FIELD_FLOAT ), }; IMPLEMENT_SAVERESTORE( CPathCorner, CPointEntity ) // // Cache user-entity-field values until spawn is called. // void CPathCorner::KeyValue( KeyValueData *pkvd ) { if( FStrEq( pkvd->szKeyName, "wait" ) ) { m_flWait = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "turnspeed")) //LRC { if (pkvd->szValue[0]) // if the field is blank, don't set the spawnflag. { pev->spawnflags |= SF_CORNER_AVELOCITY; UTIL_StringToVector( (float*)pev->avelocity, pkvd->szValue); } pkvd->fHandled = TRUE; } else CPointEntity::KeyValue( pkvd ); } void CPathCorner::Spawn() { ASSERTSZ( !FStringNull( pev->targetname ), "path_corner without a targetname" ); } #if 0 void CPathCorner::Touch( CBaseEntity *pOther ) { entvars_t *pevToucher = pOther->pev; if( FBitSet( pevToucher->flags, FL_MONSTER ) ) { // monsters don't navigate path corners based on touch anymore return; } // If OTHER isn't explicitly looking for this path_corner, bail out if( pOther->m_pGoalEnt != this ) { return; } // If OTHER has an enemy, this touch is incidental, ignore if( !FNullEnt( pevToucher->enemy ) ) { return; // fighting, not following a path } // UNDONE: support non-zero flWait /* if( m_flWait != 0 ) ALERT( at_warning, "Non-zero path-cornder waits NYI" ); */ // Find the next "stop" on the path, make it the goal of the "toucher". if( FStringNull( pev->target ) ) { ALERT( at_warning, "PathCornerTouch: no next stop specified" ); } pOther->m_pGoalEnt = UTIL_FindEntityByTargetname ( NULL, STRING(pev->target) ); // If "next spot" was not found (does not exist - level design error) if( !pOther->m_pGoalEnt ) { ALERT( at_console, "PathCornerTouch--%s couldn't find next stop in path: %s", STRING( pev->classname ), STRING( pev->target ) ); return; } // Turn towards the next stop in the path. pevToucher->ideal_yaw = UTIL_VecToYaw( pOther->m_pGoalEnt->pev->origin - pevToucher->origin ); } #endif TYPEDESCRIPTION CPathTrack::m_SaveData[] = { DEFINE_FIELD( CPathTrack, m_length, FIELD_FLOAT ), DEFINE_FIELD( CPathTrack, m_pnext, FIELD_CLASSPTR ), DEFINE_FIELD( CPathTrack, m_paltpath, FIELD_CLASSPTR ), DEFINE_FIELD( CPathTrack, m_pprevious, FIELD_CLASSPTR ), DEFINE_FIELD( CPathTrack, m_altName, FIELD_STRING ), }; IMPLEMENT_SAVERESTORE( CPathTrack, CPointEntity ) LINK_ENTITY_TO_CLASS( path_track, CPathTrack ) // // Cache user-entity-field values until spawn is called. // void CPathTrack::KeyValue( KeyValueData *pkvd ) { if( FStrEq( pkvd->szKeyName, "altpath" ) ) { m_altName = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "turnspeed")) //LRC { if (pkvd->szValue[0]) // if the field is blank, don't set the spawnflag. { pev->spawnflags |= SF_PATH_AVELOCITY; UTIL_StringToVector( (float*)pev->avelocity, pkvd->szValue); } pkvd->fHandled = TRUE; } else CPointEntity::KeyValue( pkvd ); } void CPathTrack::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { int on; // Use toggles between two paths if( m_paltpath ) { on = !FBitSet( pev->spawnflags, SF_PATH_ALTERNATE ); if( ShouldToggle( useType, on ) ) { if( on ) SetBits( pev->spawnflags, SF_PATH_ALTERNATE ); else ClearBits( pev->spawnflags, SF_PATH_ALTERNATE ); } } else // Use toggles between enabled/disabled { on = !FBitSet( pev->spawnflags, SF_PATH_DISABLED ); if( ShouldToggle( useType, on ) ) { if( on ) SetBits( pev->spawnflags, SF_PATH_DISABLED ); else ClearBits( pev->spawnflags, SF_PATH_DISABLED ); } } } void CPathTrack::Link( void ) { CBaseEntity *pTarget; if( !FStringNull( pev->target ) ) { pTarget = UTIL_FindEntityByTargetname( NULL, STRING(pev->target) ); if ( pTarget ) { m_pnext = (CPathTrack*)pTarget; m_pnext->SetPrevious( this ); } else ALERT( at_console, "Dead end link %s\n", STRING( pev->target ) ); } // Find "alternate" path if( m_altName ) { pTarget = UTIL_FindEntityByTargetname( NULL, STRING(m_altName) ); if ( pTarget ) // If no next pointer, this is the end of a path { m_paltpath = (CPathTrack*)pTarget; m_paltpath->SetPrevious( this ); } } } void CPathTrack::Spawn( void ) { pev->solid = SOLID_TRIGGER; UTIL_SetSize( pev, Vector( -8, -8, -8 ), Vector( 8, 8, 8 ) ); m_pnext = NULL; m_pprevious = NULL; // DEBUGGING CODE #if PATH_SPARKLE_DEBUG SetThink(&CPathTrack :: Sparkle ); SetNextThink( 0.5 ); #endif } void CPathTrack::Activate( void ) { if( !FStringNull( pev->targetname ) ) // Link to next, and back-link Link(); CPointEntity::Activate(); } CPathTrack *CPathTrack::ValidPath( CPathTrack *ppath, int testFlag ) { if( !ppath ) return NULL; if( testFlag && FBitSet( ppath->pev->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->pev->origin - pstart->pev->origin; dir = dir.Normalize(); *origin = pend->pev->origin + dir * dist; } } CPathTrack *CPathTrack::GetNext( void ) { if( m_paltpath && FBitSet( pev->spawnflags, SF_PATH_ALTERNATE ) && !FBitSet( pev->spawnflags, SF_PATH_ALTREVERSE ) ) return m_paltpath; return m_pnext; } CPathTrack *CPathTrack::GetPrevious( void ) { if( m_paltpath && FBitSet( pev->spawnflags, SF_PATH_ALTERNATE ) && FBitSet( pev->spawnflags, SF_PATH_ALTREVERSE ) ) return m_paltpath; return m_pprevious; } void CPathTrack::SetPrevious( CPathTrack *pprev ) { // Only set previous if this isn't my alternate path if( pprev && !FStrEq( STRING( pprev->pev->targetname ), STRING( m_altName ) ) ) m_pprevious = pprev; } // Assumes this is ALWAYS enabled CPathTrack *CPathTrack::LookAhead( Vector *origin, float dist, int move ) { CPathTrack *pcurrent; float originalDist = dist; pcurrent = this; Vector currentPos = *origin; if( dist < 0 ) // Travelling backwards through path { dist = -dist; while( dist > 0 ) { Vector dir = pcurrent->pev->origin - currentPos; float length = dir.Length(); if( !length ) { if( !ValidPath( pcurrent->GetPrevious(), move ) ) // If there is no previous node, or it's disabled, return now. { if( !move ) Project( pcurrent->GetNext(), pcurrent, origin, dist ); return NULL; } pcurrent = pcurrent->GetPrevious(); } else if( length > dist ) // enough left in this path to move { *origin = currentPos + ( dir * ( dist / length ) ); return pcurrent; } else { dist -= length; currentPos = pcurrent->pev->origin; *origin = currentPos; if( !ValidPath( pcurrent->GetPrevious(), move ) ) // If there is no previous node, or it's disabled, return now. return NULL; pcurrent = pcurrent->GetPrevious(); } } *origin = currentPos; return pcurrent; } else { while( dist > 0 ) { if( !ValidPath( pcurrent->GetNext(), move ) ) // If there is no next node, or it's disabled, return now. { if( !move ) Project( pcurrent->GetPrevious(), pcurrent, origin, dist ); return NULL; } Vector dir = pcurrent->GetNext()->pev->origin - currentPos; float length = dir.Length(); if( !length && !ValidPath( pcurrent->GetNext()->GetNext(), move ) ) { if ( dist == originalDist ) // HACK -- up against a dead end return NULL; return pcurrent; } if( length > dist ) // enough left in this path to move { *origin = currentPos + (dir * (dist / length)); return pcurrent; } else { dist -= length; currentPos = pcurrent->GetNext()->pev->origin; pcurrent = pcurrent->GetNext(); *origin = currentPos; } } *origin = currentPos; } return pcurrent; } // Assumes this is ALWAYS enabled CPathTrack *CPathTrack::Nearest( Vector origin ) { int deadCount; float minDist, dist; Vector delta; CPathTrack *ppath, *pnearest; delta = origin - pev->origin; 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 ) { ALERT( at_error, "Bad sequence of path_tracks from %s", STRING( pev->targetname ) ); return NULL; } delta = origin - ppath->pev->origin; delta.z = 0; dist = delta.Length(); if( dist < minDist ) { minDist = dist; pnearest = ppath; } ppath = ppath->GetNext(); } return pnearest; } CPathTrack *CPathTrack::Instance( edict_t *pent ) { if( FClassnameIs( pent, "path_track" ) ) return (CPathTrack *)GET_PRIVATE( pent ); return NULL; } // DEBUGGING CODE #if PATH_SPARKLE_DEBUG void CPathTrack::Sparkle( void ) { SetNextThink( 0.2 ); if( FBitSet( pev->spawnflags, SF_PATH_DISABLED ) ) UTIL_ParticleEffect( pev->origin, Vector( 0, 0,100 ), 210, 10 ); else UTIL_ParticleEffect( pev->origin, Vector( 0, 0, 100 ), 84, 10 ); } #endif