/*** * * 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. * ****/ #pragma once #ifndef TRAINS_H #define TRAINS_H // Tracktrain spawn flags #define SF_TRACKTRAIN_NOPITCH 0x0001 #define SF_TRACKTRAIN_NOCONTROL 0x0002 #define SF_TRACKTRAIN_FORWARDONLY 0x0004 #define SF_TRACKTRAIN_PASSABLE 0x0008 #define SF_TRACKTRAIN_NOYAW 0x0010 //LRC #define SF_TRACKTRAIN_AVELOCITY 0x800000 //LRC - avelocity has been set manually, don't turn. #define SF_TRACKTRAIN_AVEL_GEARS 0x400000 //LRC - avelocity should be scaled up/down when the train changes gear. // Spawnflag for CPathTrack #define SF_PATH_DISABLED 0x00000001 #define SF_PATH_FIREONCE 0x00000002 #define SF_PATH_ALTREVERSE 0x00000004 #define SF_PATH_DISABLE_TRAIN 0x00000008 #define SF_PATH_ALTERNATE 0x00008000 #define SF_PATH_AVELOCITY 0x00080000 //LRC // Spawnflags of CPathCorner #define SF_CORNER_WAITFORTRIG 0x001 #define SF_CORNER_TELEPORT 0x002 #define SF_CORNER_FIREONCE 0x004 #define SF_CORNER_AVELOCITY 0x800000 //LRC - values in 'armortype' #define PATHSPEED_SET 0 #define PATHSPEED_ACCEL 1 #define PATHSPEED_TIME 2 #define PATHSPEED_SET_MASTER 3 //LRC - values in 'frags' #define PATHTURN_SET 0 #define PATHTURN_SET_MASTER 1 #define PATHTURN_RESET 2 //LRC - values in 'armorvalue' #define PATHMATCH_NO 0 #define PATHMATCH_YES 1 #define PATHMATCH_TRACK 2 //#define PATH_SPARKLE_DEBUG 1 // This makes a particle effect around path_track entities for debugging class CPathTrack : public CPointEntity { public: void Spawn( void ); void Activate( void ); void KeyValue( KeyValueData* pkvd); void SetPrevious( CPathTrack *pprevious ); void Link( void ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); CPathTrack *ValidPath( CPathTrack *ppath, int testFlag ); // Returns ppath if enabled, NULL otherwise void Project( CPathTrack *pstart, CPathTrack *pend, Vector *origin, float dist ); static CPathTrack *Instance( edict_t *pent ); CPathTrack *LookAhead( Vector *origin, float dist, int move ); CPathTrack *Nearest( Vector origin ); CPathTrack *GetNext( void ); CPathTrack *GetPrevious( void ); virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; #if PATH_SPARKLE_DEBUG void EXPORT Sparkle( void ); #endif float m_length; string_t m_altName; CPathTrack *m_pnext; CPathTrack *m_pprevious; CPathTrack *m_paltpath; }; class CTrainSequence; class CFuncTrackTrain : public CBaseEntity { public: void Spawn( void ); void Precache( void ); void Blocked( CBaseEntity *pOther ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void KeyValue( KeyValueData* pkvd ); //LRC void StartSequence(CTrainSequence *pSequence); void StopSequence( ); CTrainSequence *m_pSequence; void DesiredAction( void ); //LRC - used to be called Next! // void EXPORT Next( void ); void EXPORT PostponeNext( void ); void EXPORT Find( void ); void EXPORT NearestPath( void ); void EXPORT DeadEnd( void ); void NextThink( float thinkTime, BOOL alwaysThink ); void SetTrack( CPathTrack *track ) { m_ppath = track->Nearest( pev->origin ); } void SetControls( entvars_t *pevControls ); BOOL OnControls( entvars_t *pev ); void StopSound( void ); void UpdateSound( void ); static CFuncTrackTrain *Instance( edict_t *pent ); virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; virtual int ObjectCaps( void ) { return ( CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION ) | FCAP_DIRECTIONAL_USE; } virtual void OverrideReset( void ); CPathTrack *m_ppath; float m_length; float m_height; // I get it... this records the train's max speed (as set by the level designer), whereas // pev->speed records the current speed (as set by the player). --LRC // m_speed is also stored, as an int, in pev->impulse. float m_speed; float m_dir; float m_startSpeed; Vector m_controlMins; Vector m_controlMaxs; int m_soundPlaying; int m_sounds; float m_flVolume; float m_flBank; float m_oldSpeed; Vector m_vecMasterAvel; //LRC - masterAvel is to avelocity as m_speed is to speed. Vector m_vecBaseAvel; // LRC - the underlying avelocity, superceded by normal turning behaviour where applicable private: unsigned short m_usAdjustPitch; }; #endif