//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: A link that can be turned on and off. Unlike normal // links // dyanimc links must be entities so they and receive //messages. They update the state of the actual links. Allows us to save a lot //of memory by not making all links into entities // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //=============================================================================// #ifndef AI_DYNAMICLINK_H #define AI_DYNAMICLINK_H #pragma once enum DynamicLinkState_t { LINK_OFF = 0, LINK_ON = 1, }; class CAI_Link; //============================================================================= // >> CAI_DynanicLink //============================================================================= class CAI_DynamicLink : public CServerOnlyEntity { DECLARE_CLASS(CAI_DynamicLink, CServerOnlyEntity); public: static void InitDynamicLinks(void); static void ResetDynamicLinks(void); static void PurgeDynamicLinks(void); static void GenerateControllerLinks(); static bool gm_bInitialized; static CAI_DynamicLink *GetDynamicLink(int nSrcID, int nDstID); static CAI_DynamicLink *m_pAllDynamicLinks; // A linked list of all dynamic link CAI_DynamicLink *m_pNextDynamicLink; // The next dynamic link in the list // of dynamic links int m_nSrcEditID; // the node that 'owns' this link int m_nDestEditID; // the node on the other end of the link. int m_nSrcID; // the node that 'owns' this link int m_nDestID; // the node on the other end of the link. DynamicLinkState_t m_nLinkState; // string_t m_strAllowUse; // Only this entity name or classname may use the link bool m_bInvertAllow; // Instead of only allowing the m_strAllowUse entity, // exclude only it bool m_bFixedUpIds; bool m_bNotSaved; int m_nLinkType; void SetLinkState(void); bool IsLinkValid(void); CAI_Link *FindLink(); int ObjectCaps(); // ---------------- // Inputs // ---------------- void InputTurnOn(inputdata_t &inputdata); void InputTurnOff(inputdata_t &inputdata); DECLARE_DATADESC(); CAI_DynamicLink(); ~CAI_DynamicLink(); }; //============================================================================= // >> CAI_DynanicLinkVolume //============================================================================= class CAI_DynamicLinkController : public CServerOnlyEntity { DECLARE_CLASS(CAI_DynamicLinkController, CServerOnlyEntity); public: void GenerateLinksFromVolume(); // ---------------- // Inputs // ---------------- void InputTurnOn(inputdata_t &inputdata); void InputTurnOff(inputdata_t &inputdata); void InputSetAllowed(inputdata_t &inputdata); void InputSetInvert(inputdata_t &inputdata); CUtlVector > m_ControlledLinks; DynamicLinkState_t m_nLinkState; string_t m_strAllowUse; // Only this entity name or classname may use the link bool m_bInvertAllow; // Instead of only allowing the m_strAllowUse entity, // exclude only it bool m_bUseAirLinkRadius; DECLARE_DATADESC(); }; //============================================================================= //============================================================================= class CAI_RadialLinkController : public CBaseEntity { DECLARE_CLASS(CAI_RadialLinkController, CBaseEntity); public: void Spawn(); void Activate(); void PollMotionThink(); void ModifyNodeLinks(bool bMakeStale); public: float m_flRadius; Vector m_vecAtRestOrigin; bool m_bAtRest; DECLARE_DATADESC(); }; #endif // AI_DYNAMICLINK_H