// ==========================================================
// given a start node and a list of goal nodes
// calculate the distance between each
// ==========================================================
void CTeamTrainWatcher::WatcherActivate( void )
{		
	m_flRecedeTime = 0;
	m_bWaitingToRecede = false;
	m_bCapBlocked = false;
	m_flNextSpeakForwardConceptTime = 0;
	m_hAreaCap = NULL;
	m_flTrainDistanceFromStart = 0.0f;

	m_bAlarmPlayed = false;

	m_Sparks.Purge();

	StopCaptureAlarm();

	// init our train
	m_hTrain = dynamic_cast<CFuncTrackTrain*>( gEntList.FindEntityByName( NULL, m_iszTrain ) );
	if ( !m_hTrain )
	{
		Warning("%s failed to find train named '%s'\n", GetClassname(), STRING( m_iszTrain ) );
	}

	// find the trigger area that will give us movement updates and find the sparks (if we're going to handle the train movement)
	if ( m_bHandleTrainMovement )
	{
		if ( m_hTrain )
		{
			CTriggerAreaCapture *pArea = dynamic_cast<CTriggerAreaCapture *>( gEntList.FindEntityByClassname( NULL, "trigger_capture_area" ) );
			while( pArea )
			{
				if ( pArea->GetParent() == m_hTrain.Get() )
				{
					// this is the capture area we care about, so let it know that we want updates on the capture numbers
					pArea->SetTrainWatcher( this );
					break;
				}

				pArea = dynamic_cast<CTriggerAreaCapture *>( gEntList.FindEntityByClassname( pArea, "trigger_capture_area" ) );
			}
		}

		// init the sprites (if any)
		CEnvSpark *pSpark = dynamic_cast<CEnvSpark*>( gEntList.FindEntityByName( NULL, m_iszSparkName ) );
		while ( pSpark )
		{
			m_Sparks.AddToTail( pSpark );
			pSpark = dynamic_cast<CEnvSpark*>( gEntList.FindEntityByName( pSpark, m_iszSparkName ) );
		}
	}

	// init our array of path_tracks linked to control points
	m_iNumCPLinks = 0;

	int i;
	for ( i = 0 ; i < MAX_CONTROL_POINTS ; i++ )
	{
		CPathTrack *pPathTrack = dynamic_cast<CPathTrack*>( gEntList.FindEntityByName( NULL, m_iszLinkedPathTracks[i] ) );
		CTeamControlPoint *pCP = dynamic_cast<CTeamControlPoint*>( gEntList.FindEntityByName( NULL, m_iszLinkedCPs[i] ) );
		if ( pPathTrack && pCP )
		{
			m_CPLinks[m_iNumCPLinks].hPathTrack = pPathTrack;
			m_CPLinks[m_iNumCPLinks].hCP = pCP;
			m_CPLinks[m_iNumCPLinks].flDistanceFromStart = 0;	// filled in when we parse the nodes
			m_CPLinks[m_iNumCPLinks].bAlertPlayed = false;
			m_iNumCPLinks++;
		}
	}

	// init our start and goal nodes
	m_hStartNode = dynamic_cast<CPathTrack*>( gEntList.FindEntityByName( NULL, m_iszStartNode ) );
	if ( !m_hStartNode )
	{
		Warning("%s failed to find path_track named '%s'\n", GetClassname(), STRING(m_iszStartNode) );
	}

	m_hGoalNode = dynamic_cast<CPathTrack*>( gEntList.FindEntityByName( NULL, m_iszGoalNode ) );
	if ( !m_hGoalNode )
	{
		Warning("%s failed to find path_track named '%s'\n", GetClassname(), STRING(m_iszGoalNode) );
	}

	m_flTotalPathDistance = 0.0f;

	CUtlVector< float > hillData;
	bool bOnHill = false;

	bool bDownHillData[TEAM_TRAIN_MAX_HILLS];
	Q_memset( bDownHillData, 0, sizeof( bDownHillData ) );
	int iHillCount = 0;

	if( m_hStartNode.Get() && m_hGoalNode.Get() )
	{
		CPathTrack *pNode = m_hStartNode;
		CPathTrack *pPrev = pNode;
		CPathTrack *pHillStart = NULL;
		pNode = pNode->GetNext();
		int iHillType = HILL_TYPE_NONE;

		// don't check the start node for links. If it's linked, it will have 0 distance anyway
		while ( pNode )
		{
			Vector dir = pNode->GetLocalOrigin() - pPrev->GetLocalOrigin();
			float length = dir.Length();

			m_flTotalPathDistance += length;

			// gather our hill data for the HUD
			if ( pNode->GetHillType() != iHillType )
			{
				if ( !bOnHill ) // we're at the start of a hill
				{
					hillData.AddToTail( m_flTotalPathDistance );
					bOnHill = true;
					pHillStart = pNode;

					if ( iHillCount < TEAM_TRAIN_MAX_HILLS )
					{
						bDownHillData[iHillCount] = pNode->IsDownHill() ? true : false;
						iHillCount++;
					}
				}
				else // we're at the end of a hill
				{
					float flDistance = m_flTotalPathDistance - length; // subtract length because the prev node was the end of the hill (not this one)

					if ( pHillStart && ( pHillStart == pPrev ) )
					{
						flDistance = m_flTotalPathDistance; // we had a single node marked as a hill, so we'll use the current distance as the next marker
					}

					hillData.AddToTail( flDistance ); 

					// is our current node the start of another hill?
					if ( pNode->GetHillType() != HILL_TYPE_NONE )
					{
						hillData.AddToTail( m_flTotalPathDistance );
						bOnHill = true;
						pHillStart = pNode;

						if ( iHillCount < TEAM_TRAIN_MAX_HILLS )
						{
							bDownHillData[iHillCount] = pNode->IsDownHill() ? true : false;
							iHillCount++;
						}
					}
					else
					{
						bOnHill = false;
						pHillStart = NULL;
					}
				}

				iHillType = pNode->GetHillType();
			}

			// if pNode is one of our cp nodes, store its distance from m_hStartNode
			for ( i = 0 ; i < m_iNumCPLinks ; i++ )
			{
				if ( m_CPLinks[i].hPathTrack == pNode )
				{
					m_CPLinks[i].flDistanceFromStart = m_flTotalPathDistance;
					break;
				}
			}

			if ( pNode == m_hGoalNode )
				break;

			pPrev = pNode;
			pNode = pNode->GetNext();
		}
	}

	// if we don't have an even number of entries in our hill data (beginning/end) add the final distance
	if ( ( hillData.Count() % 2 ) != 0 )
	{
		hillData.AddToTail( m_flTotalPathDistance );
	}

	if ( ObjectiveResource() )
	{
		ObjectiveResource()->ResetHillData( GetTeamNumber() );

		// convert our hill data into 0-1 percentages for networking
		if ( m_flTotalPathDistance > 0 && hillData.Count() > 0 )
		{
			i = 0;
	 		while ( i < hillData.Count() )
			{
				if ( i < TEAM_TRAIN_HILLS_ARRAY_SIZE - 1 ) // - 1 because we want to use 2 entries
				{
					// add/subtract to the hill start/end to fix rounding errors in the HUD when the train
					// stops at the bottom/top of a hill but the HUD thinks the train is still on the hill
					ObjectiveResource()->SetHillData( GetTeamNumber(), (hillData[i] / m_flTotalPathDistance) + 0.005f, (hillData[i+1] / m_flTotalPathDistance) - 0.005f, bDownHillData[i/2] );
				}
				i = i + 2;
			}
		}
	}
 
	// We have total distance and increments in our links array
	for ( i=0;i<m_iNumCPLinks;i++ )
	{
		int iCPIndex = m_CPLinks[i].hCP.Get()->GetPointIndex();
// This can be pulled once DoD includes team_objectiveresource.* and c_team_objectiveresource.*
#ifndef DOD_DLL 
		ObjectiveResource()->SetTrainPathDistance( iCPIndex, m_CPLinks[i].flDistanceFromStart / m_flTotalPathDistance );
#endif
	}

#ifdef GLOWS_ENABLE
	FindGlowEntity();
#endif // GLOWS_ENABLE

	InternalSetSpeedForwardModifier( m_flSpeedForwardModifier );

	SetContextThink( &CTeamTrainWatcher::WatcherThink, gpGlobals->curtime + 0.1, TW_THINK );
}
void CTeamTrainWatcher::FireGameEvent( IGameEvent *event )
{
	if ( IsDisabled() || !m_bHandleTrainMovement )
		return;

	const char *pszEventName = event->GetName();
	if ( FStrEq( pszEventName, "path_track_passed" ) )
	{
		int iIndex = event->GetInt( "index" );
		CPathTrack *pNode = dynamic_cast< CPathTrack* >( UTIL_EntityByIndex( iIndex ) );

		if ( pNode )
		{
			bool bHandleEvent = false;
			CPathTrack *pTempNode = m_hStartNode.Get();

			// is this a node in the track we're watching?
			while ( pTempNode )
			{
				if ( pTempNode == pNode )
				{
					bHandleEvent = true;
					break;
				}

				pTempNode = pTempNode->GetNext();
			}

			if ( bHandleEvent )
			{
				// If we're receding and we've hit a node but the next node (going backwards) is disabled 
				// the train is going to stop (like at the base of a downhill section) when we start forward 
				// again we won't pass this node again so don't change our hill state based on this node.
				if ( m_bReceding )
				{
					if ( pNode->GetPrevious() && pNode->GetPrevious()->IsDisabled() )
					{
						return;
					}
				}

				int iHillType = pNode->GetHillType();
				bool bUpdate = ( m_iCurrentHillType != iHillType );

				if ( !bUpdate )
				{
					// the hill settings are the same, but are we leaving an uphill or downhill segment?
					if ( m_iCurrentHillType != HILL_TYPE_NONE )
					{
						// let's peek at the next node
						CPathTrack *pNextNode = pNode->GetNext();
						if ( m_flCurrentSpeed < 0 )
						{
							// we're going backwards
							pNextNode = pNode->GetPrevious();
						}

						if ( pNextNode )
						{
							int iNextHillType = pNextNode->GetHillType();
							if ( m_iCurrentHillType != iNextHillType )
							{
								// we're leaving an uphill or downhill segment...so reset our state until we pass the next node
								bUpdate = true;
								iHillType = HILL_TYPE_NONE;
							}
						}
					}
				}

				if ( bUpdate )
				{
					m_iCurrentHillType = iHillType;
					HandleTrainMovement();
				}
			}
		}
	}
}