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1737 lines
58 KiB
C++
1737 lines
58 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Behavior for NPCs riding in cars (with boys)
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//
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//=============================================================================
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#include "cbase.h"
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#include "ai_playerally.h"
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#include "ai_motor.h"
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#include "bone_setup.h"
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#include "vehicle_base.h"
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#include "entityblocker.h"
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#include "ai_behavior_passenger.h"
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#include "ai_pathfinder.h"
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#include "ai_network.h"
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#include "ai_node.h"
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#include "ai_moveprobe.h"
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#include "env_debughistory.h"
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// Custom activities
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int ACT_PASSENGER_IDLE;
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int ACT_PASSENGER_RANGE_ATTACK1;
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ConVar passenger_debug_transition( "passenger_debug_transition", "0" );
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ConVar passenger_impact_response_threshold( "passenger_impact_response_threshold", "-350.0" );
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#define ORIGIN_KEYNAME "origin"
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#define ANGLES_KEYNAME "angles"
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BEGIN_DATADESC( CAI_PassengerBehavior )
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DEFINE_EMBEDDED( m_vehicleState ),
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DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_PassengerIntent, FIELD_INTEGER ),
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DEFINE_FIELD( m_PassengerState, FIELD_INTEGER ),
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DEFINE_FIELD( m_hVehicle, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hBlocker, FIELD_EHANDLE ),
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DEFINE_FIELD( m_vecTargetPosition, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_vecTargetAngles, FIELD_VECTOR ),
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DEFINE_FIELD( m_flOriginStartFrame, FIELD_FLOAT ),
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DEFINE_FIELD( m_flOriginEndFrame, FIELD_FLOAT ),
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DEFINE_FIELD( m_flAnglesStartFrame, FIELD_FLOAT ),
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DEFINE_FIELD( m_flAnglesEndFrame, FIELD_FLOAT ),
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DEFINE_FIELD( m_nTransitionSequence,FIELD_INTEGER ),
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END_DATADESC();
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BEGIN_SIMPLE_DATADESC( passengerVehicleState_t )
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DEFINE_FIELD( m_bWasBoosting, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bWasOverturned, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_vecLastLocalVelocity, FIELD_VECTOR ),
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DEFINE_FIELD( m_vecDeltaVelocity, FIELD_VECTOR ),
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DEFINE_FIELD( m_vecLastAngles, FIELD_VECTOR ),
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DEFINE_FIELD( m_flNextWarningTime, FIELD_TIME ),
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DEFINE_FIELD( m_flLastSpeedSqr, FIELD_FLOAT ),
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DEFINE_FIELD( m_bPlayerInVehicle, FIELD_BOOLEAN ),
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END_DATADESC();
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CAI_PassengerBehavior::CAI_PassengerBehavior( void ) :
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m_bEnabled( false ),
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m_hVehicle( NULL ),
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m_PassengerState( PASSENGER_STATE_OUTSIDE ),
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m_PassengerIntent( PASSENGER_INTENT_NONE ),
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m_nTransitionSequence( -1 )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Enables the behavior to run
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//-----------------------------------------------------------------------------
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void CAI_PassengerBehavior::Enable( CPropJeepEpisodic *pVehicle, bool bImmediateEnter /*= false*/ )
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{
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if ( m_bEnabled && m_hVehicle.Get() )
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return;
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m_bEnabled = true;
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m_hVehicle = pVehicle;
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SetPassengerState( PASSENGER_STATE_OUTSIDE );
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// Init our starting information about the vehicle
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InitVehicleState();
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}
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void CAI_PassengerBehavior::OnRestore()
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{
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if ( m_bEnabled && !m_hVehicle.Get() )
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{
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Disable();
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}
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BaseClass::OnRestore();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Stops the behavior from being run
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//-----------------------------------------------------------------------------
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void CAI_PassengerBehavior::Disable( void )
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{
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m_bEnabled = false;
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m_hVehicle = NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Starts the process of entering a vehicle
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//-----------------------------------------------------------------------------
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void CAI_PassengerBehavior::EnterVehicle( void )
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{
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// If we're already in the vehicle, simply cancel out our intents
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if ( GetPassengerState() == PASSENGER_STATE_INSIDE || GetPassengerState() == PASSENGER_STATE_ENTERING )
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{
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// Clear out an exit
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if ( m_PassengerIntent == PASSENGER_INTENT_EXIT )
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{
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m_PassengerIntent = PASSENGER_INTENT_NONE;
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ClearCondition( COND_PASSENGER_ENTERING );
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ClearCondition( COND_PASSENGER_EXITING );
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}
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return;
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}
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// Update our internal state
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m_PassengerIntent = PASSENGER_INTENT_ENTER;
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// Otherwise set this condition and go!
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SetCondition( COND_PASSENGER_ENTERING );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Starts the process of exiting a vehicle
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//-----------------------------------------------------------------------------
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void CAI_PassengerBehavior::ExitVehicle( void )
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{
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// Must be in the seat
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if ( GetPassengerState() == PASSENGER_STATE_OUTSIDE || GetPassengerState() == PASSENGER_STATE_EXITING )
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{
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// Clear out an entrance
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if ( m_PassengerIntent == PASSENGER_INTENT_ENTER )
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{
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m_PassengerIntent = PASSENGER_INTENT_NONE;
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SetCondition( COND_PASSENGER_CANCEL_ENTER );
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ClearCondition( COND_PASSENGER_ENTERING );
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ClearCondition( COND_PASSENGER_EXITING );
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}
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return;
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}
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// Update our internal state
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m_PassengerIntent = PASSENGER_INTENT_EXIT;
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//
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// Everything below this point will still attempt to exit the vehicle, once able
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//
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// Must have a valid vehicle
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if ( m_hVehicle == NULL )
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return;
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// Cannot exit while we're upside down
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if ( m_hVehicle->IsOverturned() )
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return;
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// Interrupt what we're doing
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SetCondition( COND_PASSENGER_EXITING );
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}
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//-----------------------------------------------------------------------------
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// Purpose: FIXME - This should move into something a bit more flexible
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//-----------------------------------------------------------------------------
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void CAI_PassengerBehavior::AddPhysicsPush( float force )
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{
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/*
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// Kick the vehicle so the player knows we've arrived
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Vector impulse = m_hVehicle->GetAbsOrigin() - GetOuter()->GetAbsOrigin();
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VectorNormalize( impulse );
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impulse.z = -0.75;
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VectorNormalize( impulse );
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Vector vecForce = impulse * force;
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m_hVehicle->VPhysicsGetObject()->ApplyForceOffset( vecForce, GetOuter()->GetAbsOrigin() );
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*/
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Vector vecDir;
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IPhysicsObject *pObject = GetOuter()->VPhysicsGetObject();
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Vector vecVelocity;
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pObject->GetVelocity( &vecVelocity, NULL );
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GetOuter()->GetVectors( NULL, NULL, &vecDir );
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vecDir.Negate();
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Vector vecForce = vecDir * force;
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m_hVehicle->VPhysicsGetObject()->ApplyForceOffset( vecForce, GetOuter()->GetAbsOrigin() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CAI_PassengerBehavior::IsPassengerHostile( void )
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{
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CBaseEntity *pPlayer = AI_GetSinglePlayer();
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// If the player hates or fears the passenger, they're hostile
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if ( GetOuter()->IRelationType( pPlayer ) == D_HT || GetOuter()->IRelationType( pPlayer ) == D_FR )
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return true;
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_PassengerBehavior::InitVehicleState( void )
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{
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// Set the player's state
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CBasePlayer *pPlayer = AI_GetSinglePlayer();
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m_vehicleState.m_bPlayerInVehicle = ( pPlayer && pPlayer->IsInAVehicle() && pPlayer->GetServerVehicle() == m_hVehicle->GetServerVehicle() );
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// Update our vehicle state so we don't confuse our previous velocity on the first frame!
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m_vehicleState.m_bWasBoosting = false;
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m_vehicleState.m_bWasOverturned = false;
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m_vehicleState.m_flNextWarningTime = 0.0f;
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m_vehicleState.m_vecDeltaVelocity = vec3_origin;
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m_vehicleState.m_flNextWarningTime = gpGlobals->curtime;
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m_vehicleState.m_vecLastAngles = m_hVehicle->GetAbsAngles();
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Vector localVelocity;
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GetLocalVehicleVelocity( &m_vehicleState.m_vecLastLocalVelocity );
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m_vehicleState.m_flLastSpeedSqr = localVelocity.LengthSqr();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Puts the NPC in hierarchy with the vehicle and makes them intangible
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//-----------------------------------------------------------------------------
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void CAI_PassengerBehavior::FinishEnterVehicle( void )
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{
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if ( m_hVehicle == NULL )
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return;
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// Get the ultimate position we want to be in
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Vector vecFinalPos;
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QAngle vecFinalAngles;
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GetEntryTarget( &vecFinalPos, &vecFinalAngles );
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// Make sure we're exactly where we need to be
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GetOuter()->SetLocalOrigin( vecFinalPos );
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GetOuter()->SetLocalAngles( vecFinalAngles );
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GetOuter()->SetMoveType( MOVETYPE_NONE );
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GetOuter()->GetMotor()->SetYawLocked( true );
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// We're now riding inside the vehicle
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SetPassengerState( PASSENGER_STATE_INSIDE );
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// If we've not been told to leave immediately, we're done
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if ( m_PassengerIntent == PASSENGER_INTENT_ENTER )
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{
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m_PassengerIntent = PASSENGER_INTENT_NONE;
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}
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// Tell the vehicle we've succeeded
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m_hVehicle->NPC_FinishedEnterVehicle( GetOuter(), (IsPassengerHostile()==false) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Removes the NPC from the car
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//-----------------------------------------------------------------------------
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void CAI_PassengerBehavior::FinishExitVehicle( void )
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{
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if ( m_hVehicle == NULL )
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return;
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// Destroy the blocker
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if ( m_hBlocker != NULL )
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{
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UTIL_Remove( m_hBlocker );
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m_hBlocker = NULL;
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}
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// To do this, we need to be very sure we're in a good spot
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GetOuter()->SetCondition( COND_PROVOKED );
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GetOuter()->SetMoveType( MOVETYPE_STEP );
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GetOuter()->RemoveFlag( FL_FLY );
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GetOuter()->GetMotor()->SetYawLocked( false );
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// Re-enable the physical collisions for this NPC
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IPhysicsObject *pPhysObj = GetOuter()->VPhysicsGetObject();
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if ( pPhysObj != NULL )
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{
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pPhysObj->EnableCollisions( true );
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}
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m_hVehicle->NPC_RemovePassenger( GetOuter() );
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m_hVehicle->NPC_FinishedExitVehicle( GetOuter(), (IsPassengerHostile()==false) );
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SetPassengerState( PASSENGER_STATE_OUTSIDE );
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// Stop our custom move sequence
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GetOuter()->m_iszSceneCustomMoveSeq = NULL_STRING;
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// If we've not been told to enter immediately, we're done
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if ( m_PassengerIntent == PASSENGER_INTENT_EXIT )
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{
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m_PassengerIntent = PASSENGER_INTENT_NONE;
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Disable();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Build our custom interrupt cases for the behavior
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//-----------------------------------------------------------------------------
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void CAI_PassengerBehavior::BuildScheduleTestBits( void )
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{
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// Always interrupt when we need to get in or out
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if ( GetPassengerState() == PASSENGER_STATE_OUTSIDE || GetPassengerState() == PASSENGER_STATE_INSIDE )
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{
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GetOuter()->SetCustomInterruptCondition( GetClassScheduleIdSpace()->ConditionLocalToGlobal( COND_PASSENGER_ENTERING ) );
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GetOuter()->SetCustomInterruptCondition( GetClassScheduleIdSpace()->ConditionLocalToGlobal( COND_PASSENGER_EXITING ) );
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GetOuter()->SetCustomInterruptCondition( GetClassScheduleIdSpace()->ConditionLocalToGlobal( COND_PASSENGER_CANCEL_ENTER ) );
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}
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BaseClass::BuildScheduleTestBits();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Dictates whether or not the behavior is active and working
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CAI_PassengerBehavior::CanSelectSchedule( void )
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{
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return m_bEnabled;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CAI_PassengerBehavior::CanExitVehicle( void )
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{
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// Vehicle must not be overturned
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if ( m_hVehicle->IsOverturned() )
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return false;
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// Vehicle must be at rest
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Vector vecVelocity;
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m_hVehicle->GetVelocity( &vecVelocity, NULL );
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if ( vecVelocity.LengthSqr() > Square( 8.0f ) )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handles passengers deciding to enter or exit the vehicle
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// Output : int
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//-----------------------------------------------------------------------------
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int CAI_PassengerBehavior::SelectTransitionSchedule( void )
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{
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// Handle our various states
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if ( GetPassengerState() == PASSENGER_STATE_INSIDE )
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{
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// Exiting schedule
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if ( HasCondition( COND_PASSENGER_EXITING ) || m_PassengerIntent == PASSENGER_INTENT_EXIT )
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{
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if ( CanExitVehicle( ) )
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{
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ClearCondition( COND_PASSENGER_EXITING );
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return SCHED_PASSENGER_EXIT_VEHICLE;
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}
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}
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}
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else if ( GetPassengerState() == PASSENGER_STATE_ENTERING || GetPassengerState() == PASSENGER_STATE_EXITING )
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{
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// The following code attempts to fix up a passenger being interrupted mid-transition
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Warning( "SelectSchedule() called on transitioning passenger!\n" );
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ADD_DEBUG_HISTORY( HISTORY_AI_DECISIONS, UTIL_VarArgs( "%s(%d): SelectSchedule() called on transitioning passenger!\n", GetOuter()->GetDebugName(), GetOuter()->entindex() ) );
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Assert( 0 );
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// Correct this issue immediately
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if ( GetPassengerState() == PASSENGER_STATE_EXITING )
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{
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// Force them out of the vehicle to where they want to be
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// The teleport function is overridden for passengers, meaning that they will clean up properly when called to do so
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GetOuter()->Teleport( &m_vecTargetPosition, &m_vecTargetAngles, NULL );
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}
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else if ( GetPassengerState() == PASSENGER_STATE_ENTERING )
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{
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// Force them into the proper position
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GetOuter()->SetLocalOrigin( m_vecTargetPosition );
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GetOuter()->SetLocalAngles( m_vecTargetAngles );
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FinishEnterVehicle();
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}
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// Stop playing our animation
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SetActivity( ACT_RESET );
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}
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return SCHED_NONE;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Overrides the schedule selection
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// Output : int - Schedule to play
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//-----------------------------------------------------------------------------
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int CAI_PassengerBehavior::SelectSchedule( void )
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{
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// Protect from this rare occurrence happening
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if ( m_hVehicle == NULL )
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{
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Assert( m_hVehicle != NULL );
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Warning( "Entity %s running passenger behavior without a valid vehicle!\n", GetName() );
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Disable();
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return BaseClass::SelectSchedule();
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}
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// See if we're transitioning in / out of the vehicle
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int nSchedule = SelectTransitionSchedule();
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if ( nSchedule != SCHED_NONE )
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return nSchedule;
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return SCHED_PASSENGER_IDLE;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CAI_PassengerBehavior::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode )
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{
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switch( failedTask )
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{
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// For now, just sit back down
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case TASK_PASSENGER_DETACH_FROM_VEHICLE:
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return SCHED_PASSENGER_IDLE;
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break;
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}
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return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Finds a ground position at a given location with some delta up and down to check
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// Input : &in - position to check at
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// delta - amount of distance up and down to check
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// *out - ground position
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CAI_PassengerBehavior::FindGroundAtPosition( const Vector &in, float flUpDelta, float flDownDelta, Vector *out )
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{
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Vector startPos = in + Vector( 0, 0, flUpDelta ); // Look up by delta
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Vector endPos = in - Vector( 0, 0, flDownDelta ); // Look down by delta
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Vector hullMin = GetOuter()->GetHullMins();
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Vector hullMax = GetOuter()->GetHullMaxs();
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// Ignore ourself and the vehicle we're referencing
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CTraceFilterVehicleTransition ignoreFilter( m_hVehicle, GetOuter(), COLLISION_GROUP_NONE );
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trace_t tr;
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UTIL_TraceHull( startPos, endPos, hullMin, hullMax, MASK_NPCSOLID, &ignoreFilter, &tr );
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// Must not have ended up in solid space
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if ( tr.allsolid )
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{
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// Debug
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if ( passenger_debug_transition.GetBool() )
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{
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NDebugOverlay::SweptBox( tr.startpos, tr.endpos, hullMin, hullMax, vec3_angle, 255, 255, 0, 255, 1.0f );
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}
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return false;
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}
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// Must have ended up with feet on the ground
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if ( tr.DidHitWorld() || ( tr.m_pEnt && tr.m_pEnt->IsStandable() ) )
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{
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// Debug
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if ( passenger_debug_transition.GetBool() )
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{
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NDebugOverlay::SweptBox( tr.startpos, tr.endpos, hullMin, hullMax, vec3_angle, 0, 255, 0, 255, 1.0f );
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}
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*out = tr.endpos;
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return true;
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}
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// Ended up in the air
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if ( passenger_debug_transition.GetBool() )
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{
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NDebugOverlay::SweptBox( tr.startpos, tr.endpos, hullMin, hullMax, vec3_angle, 255, 0, 0, 255, 1.0f );
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Attempt to verify that a test position is on the node graph
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//-----------------------------------------------------------------------------
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bool CAI_PassengerBehavior::PointIsNavigable( const Vector &vecTargetPos )
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{
|
|
// Attempt to local move between this point and the nearest node, ignoring anything but world architecture
|
|
AIMoveTrace_t moveTrace;
|
|
int iNearestNode = GetOuter()->GetPathfinder()->NearestNodeToPoint( vecTargetPos );
|
|
if ( iNearestNode != NO_NODE )
|
|
{
|
|
// Try a movement trace between the test position and the node
|
|
GetOuter()->GetMoveProbe()->MoveLimit( NAV_GROUND,
|
|
g_pBigAINet->GetNodePosition(GetOuter()->GetHullType(), iNearestNode ),
|
|
vecTargetPos,
|
|
MASK_SOLID_BRUSHONLY,
|
|
NULL,
|
|
0,
|
|
&moveTrace );
|
|
|
|
// See if we got close enough to call it arrived
|
|
if ( ( moveTrace.vEndPosition - vecTargetPos ).LengthSqr() < Square( GetHullWidth() ) &&
|
|
GetOuter()->GetMoveProbe()->CheckStandPosition( moveTrace.vEndPosition, MASK_SOLID_BRUSHONLY ) )
|
|
{
|
|
// NDebugOverlay::HorzArrow( vecTargetPos, moveTrace.vEndPosition, 8.0f, 255, 0, 0, 16, true, 4.0f );
|
|
// NDebugOverlay::HorzArrow( vecTargetPos, g_pBigAINet->GetNodePosition(GetOuter()->GetHullType(), iNearestNode ), 8.0f, 255, 255, 0, 16, true, 4.0f );
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Gets the exit point for the passenger (on the ground)
|
|
// Input : &vecOut - position the entity should be at when finished exiting
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_PassengerBehavior::GetExitPoint( int nSequence, Vector *vecExitPoint, QAngle *vecExitAngles )
|
|
{
|
|
bool bSucceeded = true;
|
|
|
|
// Get the delta to the final position as will be dictated by this animation's auto movement
|
|
Vector vecDeltaPos;
|
|
QAngle vecDeltaAngles;
|
|
GetOuter()->GetSequenceMovement( nSequence, 0.0f, 1.0f, vecDeltaPos, vecDeltaAngles );
|
|
|
|
// Rotate the delta position by our starting angles
|
|
Vector vecRotPos = vecDeltaPos;
|
|
VectorRotate( vecRotPos, GetOuter()->GetAbsAngles(), vecDeltaPos );
|
|
|
|
if ( vecExitPoint != NULL )
|
|
{
|
|
float flDownDelta = 64.0f;
|
|
float flUpDelta = 16.0f;
|
|
Vector vecGroundPos;
|
|
|
|
bool bFoundGround = FindGroundAtPosition( GetOuter()->GetAbsOrigin() + vecDeltaPos, flUpDelta, flDownDelta, &vecGroundPos );
|
|
if ( bFoundGround )
|
|
{
|
|
if ( PointIsNavigable( vecGroundPos ) == false )
|
|
{
|
|
bSucceeded = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bSucceeded = false;
|
|
}
|
|
|
|
*vecExitPoint = vecGroundPos;
|
|
}
|
|
|
|
if ( vecExitAngles != NULL )
|
|
{
|
|
QAngle newAngles = GetOuter()->GetAbsAngles() + vecDeltaAngles;
|
|
newAngles.x = UTIL_AngleMod( newAngles.x );
|
|
newAngles.y = UTIL_AngleMod( newAngles.y );
|
|
newAngles.z = UTIL_AngleMod( newAngles.z );
|
|
*vecExitAngles = newAngles;
|
|
}
|
|
|
|
return bSucceeded;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Reserve our entry point
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_PassengerBehavior::ReserveEntryPoint( VehicleSeatQuery_e eSeatSearchType )
|
|
{
|
|
// FIXME: Move all this logic into the NPC_EnterVehicle function?
|
|
// Find any seat to get into
|
|
int nSeatID = m_hVehicle->GetServerVehicle()->NPC_GetAvailableSeat( GetOuter(), GetRoleName(), eSeatSearchType );
|
|
if ( nSeatID != VEHICLE_SEAT_INVALID )
|
|
return m_hVehicle->NPC_AddPassenger( GetOuter(), GetRoleName(), nSeatID );
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Determines whether the NPC can move between a start and end position of a transition
|
|
// Input : &vecStartPos - start position
|
|
// &vecEndPos - end position
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_PassengerBehavior::IsValidTransitionPoint( const Vector &vecStartPos, const Vector &vecEndPos )
|
|
{
|
|
// Now sweep a hull through space to see if we can validly exit there
|
|
Vector vecHullMins = GetOuter()->GetHullMins() + Vector( 0, 0, GetOuter()->StepHeight()*2.0f );
|
|
Vector vecHullMaxs = GetOuter()->GetHullMaxs() - Vector( 0, 0, GetOuter()->StepHeight() );
|
|
|
|
trace_t tr;
|
|
CTraceFilterVehicleTransition skipFilter( GetOuter(), m_hVehicle, COLLISION_GROUP_NONE );
|
|
UTIL_TraceHull( vecStartPos, vecEndPos, vecHullMins, vecHullMaxs, MASK_NPCSOLID, &skipFilter, &tr );
|
|
|
|
// If we're blocked, we can't get out there
|
|
if ( tr.fraction < 1.0f || tr.allsolid )
|
|
{
|
|
if ( passenger_debug_transition.GetBool() )
|
|
{
|
|
NDebugOverlay::SweptBox( vecStartPos, vecEndPos, vecHullMins, vecHullMaxs, vec3_angle, 255, 0, 0, 64, 2.0f );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Find the proper sequence to use (weighted by priority or distance from current position)
|
|
// to enter the vehicle.
|
|
// Input : bNearest - Use distance as the criteria for a "best" sequence. Otherwise the order of the
|
|
// seats is their priority.
|
|
// Output : int - sequence index
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_PassengerBehavior::FindEntrySequence( bool bNearest /*= false*/ )
|
|
{
|
|
// Get a list of all our animations
|
|
const PassengerSeatAnims_t *pEntryAnims = m_hVehicle->GetServerVehicle()->NPC_GetPassengerSeatAnims( GetOuter(), PASSENGER_SEAT_ENTRY );
|
|
if ( pEntryAnims == NULL )
|
|
return -1;
|
|
|
|
// Get the ultimate position we'll end up at
|
|
Vector vecStartPos, vecEndPos;
|
|
if ( m_hVehicle->GetServerVehicle()->NPC_GetPassengerSeatPosition( GetOuter(), &vecEndPos, NULL ) == false )
|
|
return -1;
|
|
|
|
const CPassengerSeatTransition *pTransition;
|
|
Vector vecSeatDir;
|
|
float flNearestDist = FLT_MAX;
|
|
float flSeatDist;
|
|
int nNearestSequence = -1;
|
|
int nSequence;
|
|
|
|
// Test each animation (sorted by priority) for the best match
|
|
for ( int i = 0; i < pEntryAnims->Count(); i++ )
|
|
{
|
|
// Find the activity for this animation name
|
|
pTransition = &pEntryAnims->Element(i);
|
|
nSequence = GetOuter()->LookupSequence( STRING( pTransition->GetAnimationName() ) );
|
|
if ( nSequence == -1 )
|
|
continue;
|
|
|
|
// Test this entry for validity
|
|
if ( GetEntryPoint( nSequence, &vecStartPos ) == false )
|
|
continue;
|
|
|
|
// Check to see if we can use this
|
|
if ( IsValidTransitionPoint( vecStartPos, vecEndPos ) )
|
|
{
|
|
// If we're just looking for the first, we're done
|
|
if ( bNearest == false )
|
|
return nSequence;
|
|
|
|
// Otherwise distance is the deciding factor
|
|
vecSeatDir = ( vecStartPos - GetOuter()->GetAbsOrigin() );
|
|
flSeatDist = VectorNormalize( vecSeatDir );
|
|
|
|
// Closer, take it
|
|
if ( flSeatDist < flNearestDist )
|
|
{
|
|
flNearestDist = flSeatDist;
|
|
nNearestSequence = nSequence;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
return nNearestSequence;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_PassengerBehavior::FindExitSequence( void )
|
|
{
|
|
// Get a list of all our animations
|
|
const PassengerSeatAnims_t *pExitAnims = m_hVehicle->GetServerVehicle()->NPC_GetPassengerSeatAnims( GetOuter(), PASSENGER_SEAT_EXIT );
|
|
if ( pExitAnims == NULL )
|
|
return -1;
|
|
|
|
// Get the ultimate position we'll end up at
|
|
Vector vecStartPos, vecEndPos;
|
|
if ( m_hVehicle->GetServerVehicle()->NPC_GetPassengerSeatPosition( GetOuter(), &vecStartPos, NULL ) == false )
|
|
return -1;
|
|
|
|
// Test each animation (sorted by priority) for the best match
|
|
for ( int i = 0; i < pExitAnims->Count(); i++ )
|
|
{
|
|
// Find the activity for this animation name
|
|
int nSequence = GetOuter()->LookupSequence( STRING( pExitAnims->Element(i).GetAnimationName() ) );
|
|
if ( nSequence == -1 )
|
|
continue;
|
|
|
|
// Test this entry for validity
|
|
if ( GetExitPoint( nSequence, &vecEndPos ) == false )
|
|
continue;
|
|
|
|
// Check to see if we can use this
|
|
if ( IsValidTransitionPoint( vecStartPos, vecEndPos ) )
|
|
return nSequence;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Reserve our exit point so nothing moves into it while we're moving
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_PassengerBehavior::ReserveExitPoint( void )
|
|
{
|
|
// Cannot exit while we're upside down
|
|
// FIXME: This is probably redundant!
|
|
if ( m_hVehicle->IsOverturned() )
|
|
return false;
|
|
|
|
// Find the exit activity to use
|
|
int nSequence = FindExitSequence();
|
|
if ( nSequence == -1 )
|
|
return false;
|
|
|
|
// Get the exit position
|
|
Vector vecGroundPos;
|
|
if ( GetExitPoint( nSequence, &vecGroundPos, &m_vecTargetAngles ) == false )
|
|
return false;
|
|
|
|
// We have to do this specially because the activities are not named
|
|
SetTransitionSequence( nSequence );
|
|
|
|
// Reserve this space
|
|
Vector hullMin = GetOuter()->GetHullMins();
|
|
Vector hullMax = GetOuter()->GetHullMaxs();
|
|
m_hBlocker = CEntityBlocker::Create( vecGroundPos, hullMin, hullMax, GetOuter(), true );
|
|
|
|
// Save this destination position so we can interpolate towards it
|
|
m_vecTargetPosition = vecGroundPos;
|
|
|
|
// Pitch and roll must be zero when we finish!
|
|
m_vecTargetAngles.x = m_vecTargetAngles.z = 0.0f;
|
|
|
|
if ( passenger_debug_transition.GetBool() )
|
|
{
|
|
Vector vecForward;
|
|
AngleVectors( m_vecTargetAngles, &vecForward, NULL, NULL );
|
|
Vector vecArrowEnd = m_vecTargetPosition + ( vecForward * 64.0f );
|
|
NDebugOverlay::HorzArrow( m_vecTargetPosition, vecArrowEnd, 8.0f, 255, 255, 0, 64, true, 4.0f );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Find the exact point we'd like to start our animation from to enter
|
|
// the vehicle.
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_PassengerBehavior::GetEntryPoint( int nSequence, Vector *vecEntryPoint, QAngle *vecEntryAngles )
|
|
{
|
|
bool bSucceeded = true;
|
|
|
|
// Get the delta to the final position as will be dictated by this animation's auto movement
|
|
Vector vecDeltaPos;
|
|
QAngle vecDeltaAngles;
|
|
GetOuter()->GetSequenceMovement( nSequence, 1.0f, 0.0f, vecDeltaPos, vecDeltaAngles );
|
|
|
|
// Get the final position we're trying to end up at
|
|
Vector vecTargetPos;
|
|
QAngle vecTargetAngles;
|
|
GetEntryTarget( &vecTargetPos, &vecTargetAngles );
|
|
|
|
// Rotate it to match
|
|
Vector vecPreDelta = vecDeltaPos;
|
|
VectorRotate( vecPreDelta, vecTargetAngles, vecDeltaPos );
|
|
|
|
// Offset this into the proper worldspace position
|
|
vecTargetPos = vecTargetPos + vecDeltaPos;
|
|
|
|
// Output the position, if requested
|
|
if ( vecEntryPoint != NULL )
|
|
{
|
|
m_hVehicle->EntityToWorldSpace( vecTargetPos, vecEntryPoint );
|
|
|
|
// Trace down to the ground to see where we'll stand
|
|
Vector vecGroundPos;
|
|
if ( FindGroundAtPosition( (*vecEntryPoint), 16.0f, 64.0f, &vecGroundPos ) == false )
|
|
{
|
|
// We failed
|
|
if ( passenger_debug_transition.GetBool() )
|
|
{
|
|
NDebugOverlay::SweptBox( (*vecEntryPoint), vecGroundPos, GetOuter()->GetHullMins(), GetOuter()->GetHullMaxs(), vec3_angle, 255, 0, 0, 64, 2.0f );
|
|
}
|
|
|
|
// The floor could not be found
|
|
bSucceeded = false;
|
|
}
|
|
|
|
// Take this position
|
|
*vecEntryPoint = vecGroundPos;
|
|
}
|
|
|
|
// Output the angles, if requested
|
|
if ( vecEntryAngles != NULL )
|
|
{
|
|
// Add our delta angles to find what angles to start at
|
|
*vecEntryAngles = vecTargetAngles;
|
|
vecEntryAngles->y = UTIL_AngleMod( vecTargetAngles.y + vecDeltaAngles.y );
|
|
|
|
//Transform those angles to worldspace
|
|
matrix3x4_t angToParent, angToWorld;
|
|
AngleMatrix( (*vecEntryAngles), angToParent );
|
|
ConcatTransforms( m_hVehicle->EntityToWorldTransform(), angToParent, angToWorld );
|
|
MatrixAngles( angToWorld, (*vecEntryAngles) );
|
|
}
|
|
|
|
// Debug info
|
|
if ( passenger_debug_transition.GetBool() && vecEntryPoint && vecEntryAngles )
|
|
{
|
|
NDebugOverlay::Axis( *vecEntryPoint, vecTargetAngles, 16, true, 4.0f );
|
|
NDebugOverlay::Cross3D( *vecEntryPoint, 4, 255, 255, 0, true, 4.0f );
|
|
|
|
if ( vecEntryAngles != NULL )
|
|
{
|
|
Vector vecForward;
|
|
AngleVectors( (*vecEntryAngles), &vecForward, NULL, NULL );
|
|
Vector vecArrowEnd = (*vecEntryPoint ) + ( vecForward * 64.0f );
|
|
NDebugOverlay::HorzArrow( (*vecEntryPoint), vecArrowEnd, 8.0f, 0, 255, 0, 64, true, 4.0f );
|
|
}
|
|
}
|
|
|
|
return bSucceeded;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Do the low-level work to detach us from our vehicle
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_PassengerBehavior::DetachFromVehicle( void )
|
|
{
|
|
// Detach from the parent
|
|
GetOuter()->SetParent( NULL );
|
|
GetOuter()->SetMoveType( MOVETYPE_STEP );
|
|
GetOuter()->AddFlag( FL_FLY );
|
|
GetOuter()->SetGroundEntity( NULL );
|
|
GetOuter()->SetCollisionGroup( COLLISION_GROUP_NPC );
|
|
m_hVehicle->RemovePhysicsChild( GetOuter() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_PassengerBehavior::AttachToVehicle( void )
|
|
{
|
|
// Parent to the vehicle
|
|
GetOuter()->ClearForceCrouch();
|
|
GetOuter()->SetParent( m_hVehicle );
|
|
GetOuter()->AddFlag( FL_FLY );
|
|
GetOuter()->SetGroundEntity( NULL );
|
|
GetOuter()->SetCollisionGroup( COLLISION_GROUP_IN_VEHICLE );
|
|
|
|
// Turn off physical interactions while we're in the vehicle
|
|
IPhysicsObject *pPhysObj = GetOuter()->VPhysicsGetObject();
|
|
if ( pPhysObj != NULL )
|
|
{
|
|
pPhysObj->EnableCollisions( false );
|
|
}
|
|
|
|
// Set our destination target
|
|
GetEntryTarget( &m_vecTargetPosition, &m_vecTargetAngles );
|
|
|
|
// Get physics messages from our attached physics object
|
|
m_hVehicle->AddPhysicsChild( GetOuter() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handle task starting
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_PassengerBehavior::StartTask( const Task_t *pTask )
|
|
{
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_PASSENGER_ENTER_VEHICLE:
|
|
{
|
|
// You must have set your entrance animation before this point!
|
|
Assert( m_nTransitionSequence != -1 );
|
|
|
|
// Start us playing the correct sequence
|
|
GetOuter()->SetIdealActivity( ACT_SCRIPT_CUSTOM_MOVE );
|
|
SetPassengerState( PASSENGER_STATE_ENTERING );
|
|
|
|
// Overlaying any gestures will mess us up, so don't allow it
|
|
GetOuter()->RemoveAllGestures();
|
|
}
|
|
break;
|
|
|
|
case TASK_PASSENGER_EXIT_VEHICLE:
|
|
{
|
|
// You must have set your entrance animation before this point!
|
|
Assert( m_nTransitionSequence != -1 );
|
|
|
|
// Start us playing the correct sequence
|
|
GetOuter()->SetIdealActivity( ACT_SCRIPT_CUSTOM_MOVE );
|
|
|
|
// Overlaying any gestures will mess us up, so don't allow it
|
|
GetOuter()->RemoveAllGestures();
|
|
}
|
|
break;
|
|
|
|
case TASK_PASSENGER_ATTACH_TO_VEHICLE:
|
|
{
|
|
AttachToVehicle();
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
|
|
case TASK_PASSENGER_DETACH_FROM_VEHICLE:
|
|
{
|
|
// Place an entity blocker where we're going to go
|
|
if ( ReserveExitPoint() == false )
|
|
{
|
|
OnExitVehicleFailed();
|
|
TaskFail("Failed to find valid exit point\n");
|
|
return;
|
|
}
|
|
|
|
// Physically detach from the vehicle
|
|
DetachFromVehicle();
|
|
|
|
// Mark that we're now disembarking
|
|
SetPassengerState( PASSENGER_STATE_EXITING );
|
|
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
|
|
case TASK_PASSENGER_SET_IDEAL_ENTRY_YAW:
|
|
{
|
|
// Get the ideal facing to enter the vehicle
|
|
QAngle vecEntryAngles;
|
|
GetEntryPoint( m_nTransitionSequence, NULL, &vecEntryAngles );
|
|
GetOuter()->GetMotor()->SetIdealYaw( vecEntryAngles.y );
|
|
|
|
TaskComplete();
|
|
return;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
BaseClass::StartTask( pTask );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handle task running
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_PassengerBehavior::RunTask( const Task_t *pTask )
|
|
{
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_PASSENGER_ENTER_VEHICLE:
|
|
{
|
|
// Correct for angular/spatial deviation
|
|
Assert( GetSequence() == m_nTransitionSequence );
|
|
if ( GetSequence() != m_nTransitionSequence )
|
|
{
|
|
Warning("Corrected entrance animation on vehicle enter!\n");
|
|
GetOuter()->SetIdealActivity( ACT_SCRIPT_CUSTOM_MOVE );
|
|
GetOuter()->GetNavigator()->ClearGoal();
|
|
SetTransitionSequence( m_nTransitionSequence );
|
|
}
|
|
|
|
bool corrected = DoTransitionMovement();
|
|
|
|
// We must be done with the animation and in the correct position
|
|
if ( corrected == false )
|
|
{
|
|
FinishEnterVehicle();
|
|
TaskComplete();
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_PASSENGER_EXIT_VEHICLE:
|
|
{
|
|
// Correct for angular/spatial deviation
|
|
Assert( GetSequence() == m_nTransitionSequence );
|
|
if ( GetSequence() != m_nTransitionSequence )
|
|
{
|
|
Warning("Corrected exit animation on vehicle exit!\n");
|
|
GetOuter()->SetIdealActivity( ACT_SCRIPT_CUSTOM_MOVE );
|
|
GetOuter()->GetNavigator()->ClearGoal();
|
|
SetTransitionSequence( m_nTransitionSequence );
|
|
}
|
|
|
|
// Correct for angular/spatial deviation
|
|
bool corrected = DoTransitionMovement();
|
|
|
|
// We must be done with the animation and in the correct position
|
|
if ( corrected == false )
|
|
{
|
|
FinishExitVehicle();
|
|
TaskComplete();
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
BaseClass::RunTask( pTask );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Find the blend amounts for position and angles, given a point in
|
|
// time within a sequence
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_PassengerBehavior::GetSequenceBlendAmount( float flCycle, float *posBlend, float *angBlend )
|
|
{
|
|
// Find positional blend, if requested
|
|
if ( posBlend != NULL )
|
|
{
|
|
float flFrac = RemapValClamped( flCycle, m_flOriginStartFrame, m_flOriginEndFrame, 0.0f, 1.0f );
|
|
(*posBlend) = SimpleSpline( flFrac );
|
|
}
|
|
|
|
// Find angular blend, if requested
|
|
if ( angBlend != NULL )
|
|
{
|
|
float flFrac = RemapValClamped( flCycle, m_flAnglesStartFrame, m_flAnglesEndFrame, 0.0f, 1.0f );
|
|
(*angBlend) = SimpleSpline( flFrac );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the target destination for the entry animation
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_PassengerBehavior::GetEntryTarget( Vector *vecOrigin, QAngle *vecAngles )
|
|
{
|
|
// Get the ultimate position we'll end up at
|
|
m_hVehicle->GetServerVehicle()->NPC_GetPassengerSeatPositionLocal( GetOuter(), vecOrigin, vecAngles );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the ideal position to be in to end up at the target at the
|
|
// end of the animation.
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_PassengerBehavior::GetTransitionAnimationIdeal( float flCycle, const Vector &vecTargetPos, const QAngle &vecTargetAngles, Vector *idealOrigin, QAngle *idealAngles )
|
|
{
|
|
// Get the position in time working backwards from our goal
|
|
Vector vecDeltaPos;
|
|
QAngle vecDeltaAngles;
|
|
GetOuter()->GetSequenceMovement( GetSequence(), 1.0f, flCycle, vecDeltaPos, vecDeltaAngles );
|
|
|
|
// Rotate the delta by our local angles
|
|
Vector vecPreDelta = vecDeltaPos;
|
|
VectorRotate( vecPreDelta, vecTargetAngles, vecDeltaPos );
|
|
|
|
// Ideal origin
|
|
if ( idealOrigin != NULL )
|
|
{
|
|
*idealOrigin = ( vecTargetPos + vecDeltaPos );
|
|
}
|
|
|
|
// Ideal angles
|
|
if ( idealAngles != NULL )
|
|
{
|
|
(*idealAngles).x = anglemod( vecTargetAngles.x + vecDeltaAngles.x );
|
|
(*idealAngles).y = anglemod( vecTargetAngles.y + vecDeltaAngles.y );
|
|
(*idealAngles).z = anglemod( vecTargetAngles.z + vecDeltaAngles.z );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// FIXME: This is basically a complete duplication of GetIntervalMovement
|
|
// which doesn't remove the x and z components of the angles. This
|
|
// should be consolidated to not replicate so much code! -- jdw
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_PassengerBehavior::LocalIntervalMovement( float flInterval, bool &bMoveSeqFinished, Vector &newPosition, QAngle &newAngles )
|
|
{
|
|
CStudioHdr *pstudiohdr = GetOuter()->GetModelPtr();
|
|
if ( pstudiohdr == NULL )
|
|
return false;
|
|
|
|
// Get our next cycle point
|
|
float flNextCycle = GetNextCycleForInterval( GetSequence(), flInterval );
|
|
|
|
// Fix-up loops
|
|
if ( ( GetOuter()->SequenceLoops() == false ) && flNextCycle > 1.0f )
|
|
{
|
|
flInterval = GetOuter()->GetCycle() / ( GetOuter()->GetSequenceCycleRate( GetSequence() ) * GetOuter()->GetPlaybackRate() );
|
|
flNextCycle = 1.0f;
|
|
bMoveSeqFinished = true;
|
|
}
|
|
else
|
|
{
|
|
bMoveSeqFinished = false;
|
|
}
|
|
|
|
Vector deltaPos;
|
|
QAngle deltaAngles;
|
|
|
|
// Find the delta position and delta angles for this sequence
|
|
if ( Studio_SeqMovement( pstudiohdr, GetOuter()->GetSequence(), GetOuter()->GetCycle(), flNextCycle, GetOuter()->GetPoseParameterArray(), deltaPos, deltaAngles ))
|
|
{
|
|
Vector vecPreDelta = deltaPos;
|
|
VectorRotate( vecPreDelta, GetOuter()->GetLocalAngles(), deltaPos );
|
|
|
|
newPosition = GetLocalOrigin() + deltaPos;
|
|
newAngles = GetLocalAngles() + deltaAngles;
|
|
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
newPosition = GetLocalOrigin();
|
|
newAngles = GetLocalAngles();
|
|
|
|
return false;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Get the next cycle point in a sequence for a given interval
|
|
//-----------------------------------------------------------------------------
|
|
float CAI_PassengerBehavior::GetNextCycleForInterval( int nSequence, float flInterval )
|
|
{
|
|
return GetOuter()->GetCycle() + flInterval * GetOuter()->GetSequenceCycleRate( GetSequence() ) * GetOuter()->GetPlaybackRate();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Draw debug information for the transitional movement
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_PassengerBehavior::DrawDebugTransitionInfo( const Vector &vecIdealPos, const QAngle &vecIdealAngles, const Vector &vecAnimPos, const QAngle &vecAnimAngles )
|
|
{
|
|
// Debug info
|
|
if ( GetPassengerState() == PASSENGER_STATE_ENTERING )
|
|
{
|
|
// Green - Ideal location
|
|
Vector foo;
|
|
m_hVehicle->EntityToWorldSpace( vecIdealPos, &foo );
|
|
NDebugOverlay::Cross3D( foo, 2, 0, 255, 0, true, 0.1f );
|
|
NDebugOverlay::Axis( foo, vecIdealAngles, 8, true, 0.1f );
|
|
|
|
// Blue - Actual location
|
|
m_hVehicle->EntityToWorldSpace( vecAnimPos, &foo );
|
|
NDebugOverlay::Cross3D( foo, 2, 0, 0, 255, true, 0.1f );
|
|
NDebugOverlay::Axis( foo, vecAnimAngles, 8, true, 0.1f );
|
|
}
|
|
else
|
|
{
|
|
// Green - Ideal location
|
|
NDebugOverlay::Cross3D( vecIdealPos, 4, 0, 255, 0, true, 0.1f );
|
|
NDebugOverlay::Axis( vecIdealPos, vecIdealAngles, 8, true, 0.1f );
|
|
|
|
// Blue - Actual location
|
|
NDebugOverlay::Cross3D( vecAnimPos, 2, 0, 0, 255, true, 0.1f );
|
|
NDebugOverlay::Axis( vecAnimPos, vecAnimAngles, 8, true, 0.1f );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Local movement to enter or exit the vehicle
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_PassengerBehavior::DoTransitionMovement( void )
|
|
{
|
|
// Get our animation's extrapolated end position
|
|
Vector vecAnimPos;
|
|
QAngle vecAnimAngles;
|
|
float flInterval = GetOuter()->GetAnimTimeInterval();
|
|
bool bSequenceFinished;
|
|
|
|
// Get the position we're moving to for this frame with our animation's motion
|
|
if ( LocalIntervalMovement( flInterval, bSequenceFinished, vecAnimPos, vecAnimAngles ) )
|
|
{
|
|
// Get the position we'd ideally be in
|
|
Vector vecIdealPos;
|
|
QAngle vecIdealAngles;
|
|
float flNextCycle = GetNextCycleForInterval( GetOuter()->GetSequence(), flInterval );
|
|
flNextCycle = clamp( flNextCycle, 0.0f, 1.0f );
|
|
GetTransitionAnimationIdeal( flNextCycle, m_vecTargetPosition, m_vecTargetAngles, &vecIdealPos, &vecIdealAngles );
|
|
|
|
// Get the amount of error to blend out
|
|
float flPosBlend = 1.0f;
|
|
float flAngBlend = 1.0f;
|
|
GetSequenceBlendAmount( flNextCycle, &flPosBlend, &flAngBlend );
|
|
|
|
// Find the error between our position and our ideal
|
|
Vector vecDelta = ( vecIdealPos - vecAnimPos ) * flPosBlend;
|
|
|
|
QAngle vecDeltaAngles;
|
|
vecDeltaAngles.x = AngleDiff( vecIdealAngles.x, vecAnimAngles.x ) * flAngBlend;
|
|
vecDeltaAngles.y = AngleDiff( vecIdealAngles.y, vecAnimAngles.y ) * flAngBlend;
|
|
vecDeltaAngles.z = AngleDiff( vecIdealAngles.z, vecAnimAngles.z ) * flAngBlend;
|
|
|
|
// Factor in the error
|
|
GetOuter()->SetLocalOrigin( vecAnimPos + vecDelta );
|
|
GetOuter()->SetLocalAngles( vecAnimAngles + vecDeltaAngles );
|
|
|
|
// Draw our debug information
|
|
if ( passenger_debug_transition.GetBool() )
|
|
{
|
|
DrawDebugTransitionInfo( vecIdealPos, vecIdealAngles, vecAnimPos, vecAnimAngles );
|
|
}
|
|
|
|
// We're done moving
|
|
if ( bSequenceFinished )
|
|
return false;
|
|
|
|
// We're still correcting out the error
|
|
return true;
|
|
}
|
|
|
|
// There was no movement in the animation
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Translate normal schedules into vehicle schedules
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_PassengerBehavior::TranslateSchedule( int scheduleType )
|
|
{
|
|
if ( GetPassengerState() == PASSENGER_STATE_INSIDE )
|
|
{
|
|
// Always be seated when riding in the car!
|
|
if ( scheduleType == SCHED_IDLE_STAND )
|
|
return SCHED_PASSENGER_IDLE;
|
|
}
|
|
|
|
return BaseClass::TranslateSchedule( scheduleType );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the velocity of the vehicle with respect to its orientation
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_PassengerBehavior::GetLocalVehicleVelocity( Vector *pOut )
|
|
{
|
|
Vector velocity;
|
|
m_hVehicle->GetVelocity( &velocity, NULL );
|
|
m_hVehicle->WorldToEntitySpace( m_hVehicle->GetAbsOrigin() + velocity, pOut );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Gather conditions we can comment on or react to while riding in the vehicle
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_PassengerBehavior::GatherVehicleStateConditions( void )
|
|
{
|
|
// Must have a vehicle to bother with this
|
|
if ( m_hVehicle == NULL )
|
|
return;
|
|
|
|
// Clear out transient conditions
|
|
ClearCondition( COND_PASSENGER_HARD_IMPACT );
|
|
ClearCondition( COND_PASSENGER_ERRATIC_DRIVING );
|
|
ClearCondition( COND_PASSENGER_JOSTLE_SMALL );
|
|
ClearCondition( COND_PASSENGER_VEHICLE_STARTED );
|
|
ClearCondition( COND_PASSENGER_VEHICLE_STOPPED );
|
|
ClearCondition( COND_PASSENGER_PLAYER_ENTERED_VEHICLE );
|
|
ClearCondition( COND_PASSENGER_PLAYER_EXITED_VEHICLE );
|
|
|
|
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
|
if ( pPlayer )
|
|
{
|
|
if ( pPlayer->IsInAVehicle() && pPlayer->GetVehicle() == m_hVehicle->GetServerVehicle() )
|
|
{
|
|
if ( m_vehicleState.m_bPlayerInVehicle == false )
|
|
{
|
|
SetCondition( COND_PASSENGER_PLAYER_ENTERED_VEHICLE );
|
|
m_vehicleState.m_bPlayerInVehicle = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( m_vehicleState.m_bPlayerInVehicle )
|
|
{
|
|
SetCondition( COND_PASSENGER_PLAYER_EXITED_VEHICLE );
|
|
m_vehicleState.m_bPlayerInVehicle = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Get the vehicle's boost state
|
|
if ( m_hVehicle->m_nBoostTimeLeft < 100.0f )
|
|
{
|
|
if ( m_vehicleState.m_bWasBoosting == false )
|
|
{
|
|
m_vehicleState.m_bWasBoosting = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_vehicleState.m_bWasBoosting = false;
|
|
}
|
|
|
|
// Detect being overturned
|
|
if ( m_hVehicle->IsOverturned() )
|
|
{
|
|
SetCondition( COND_PASSENGER_OVERTURNED );
|
|
|
|
if ( m_vehicleState.m_bWasOverturned == false )
|
|
{
|
|
m_vehicleState.m_bWasOverturned = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ClearCondition( COND_PASSENGER_OVERTURNED );
|
|
m_vehicleState.m_bWasOverturned = false;
|
|
}
|
|
|
|
// Get our local velocity
|
|
Vector localVelocity;
|
|
GetLocalVehicleVelocity( &localVelocity );
|
|
|
|
Vector deltaVelocity = ( localVelocity - m_vehicleState.m_vecLastLocalVelocity );
|
|
|
|
// Detect a sudden stop!
|
|
if ( deltaVelocity.y < passenger_impact_response_threshold.GetFloat() )
|
|
{
|
|
SetCondition( COND_PASSENGER_HARD_IMPACT );
|
|
}
|
|
else if ( fabs( deltaVelocity.x ) > 200.0f || fabs( deltaVelocity.z ) > 75.0f )
|
|
{
|
|
// The X axis represents lateral movement and the Z axis represents vertical movement{
|
|
SetCondition( COND_PASSENGER_ERRATIC_DRIVING );
|
|
}
|
|
else if ( fabs( deltaVelocity.x ) > 50.0f || fabs( deltaVelocity.z ) > 25.0f )
|
|
{
|
|
// Lightly jostled
|
|
SetCondition( COND_PASSENGER_JOSTLE_SMALL );
|
|
}
|
|
|
|
// Get our speed
|
|
float flSpeedSqr = localVelocity.LengthSqr();
|
|
|
|
// See if we've crossed over the threshold between movement to stillness
|
|
if ( m_vehicleState.m_flLastSpeedSqr > STOPPED_VELOCITY_THRESHOLD_SQR && flSpeedSqr < STOPPED_VELOCITY_THRESHOLD_SQR )
|
|
{
|
|
SetCondition( COND_PASSENGER_VEHICLE_STOPPED );
|
|
}
|
|
else if ( m_vehicleState.m_flLastSpeedSqr < STARTED_VELOCITY_THRESHOLD_SQR && flSpeedSqr > STARTED_VELOCITY_THRESHOLD_SQR )
|
|
{
|
|
// See if we've crossed over the threshold between stillness to movement
|
|
SetCondition( COND_PASSENGER_VEHICLE_STARTED );
|
|
}
|
|
|
|
// Save this as our last speed
|
|
m_vehicleState.m_flLastSpeedSqr = flSpeedSqr;
|
|
|
|
// Find our delta velocity from the last frame
|
|
m_vehicleState.m_vecDeltaVelocity = ( localVelocity - m_vehicleState.m_vecLastLocalVelocity );
|
|
m_vehicleState.m_vecLastLocalVelocity = localVelocity;
|
|
|
|
// Get our angular velocity
|
|
Vector vecVelocity;
|
|
AngularImpulse angVelocty;
|
|
m_hVehicle->GetVelocity( &vecVelocity, &angVelocty );
|
|
QAngle angVel( angVelocty.x, angVelocty.y, angVelocty.z );
|
|
|
|
// Blend this into the old values
|
|
m_vehicleState.m_vecLastAngles = ( m_vehicleState.m_vecLastAngles * 0.2f ) + ( angVel * 0.8f );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Do some pre-schedule clean-up
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_PassengerBehavior::PrescheduleThink( void )
|
|
{
|
|
BaseClass::PrescheduleThink();
|
|
|
|
// If we're outside the vehicle, we need to turn this behavior off immediately
|
|
if ( GetPassengerState() == PASSENGER_STATE_OUTSIDE && HasCondition( COND_PASSENGER_CANCEL_ENTER ) )
|
|
{
|
|
// Clear out our passenger intent
|
|
m_PassengerIntent = PASSENGER_INTENT_NONE;
|
|
ClearCondition( COND_PASSENGER_CANCEL_ENTER );
|
|
|
|
// Stop pathfinding
|
|
GetOuter()->GetNavigator()->ClearGoal();
|
|
|
|
// We're outside and have no intent to enter, so we're done
|
|
Disable();
|
|
|
|
// This must be stomped to cause our behavior to relinquish control
|
|
GetOuter()->ClearSchedule("Passenger enter canceled");
|
|
}
|
|
|
|
#ifdef DEBUG
|
|
if ( GetPassengerState() == PASSENGER_STATE_INSIDE )
|
|
{
|
|
Vector vecSeatOrigin;
|
|
QAngle vecSeatAngles;
|
|
if ( m_hVehicle && m_hVehicle->GetServerVehicle()->NPC_GetPassengerSeatPositionLocal( GetOuter(), &vecSeatOrigin, &vecSeatAngles ) )
|
|
{
|
|
if ( ( GetLocalOrigin() - vecSeatOrigin ).LengthSqr() > Square( 0.1f ) )
|
|
{
|
|
Warning( "Passenger has strayed from seat position!\n" );
|
|
// GetOuter()->SetLocalOrigin( vecSeatOrigin );
|
|
// GetOuter()->SetLocalAngles( vecSeatAngles );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Warning( "Passenger is in vehicle without a valid seat position! -- EJECTED\n" );
|
|
GetOuter()->SetParent( NULL );
|
|
Disable();
|
|
|
|
return;
|
|
}
|
|
}
|
|
#endif // DEBUG
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Gather conditions for our use in making decisions
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_PassengerBehavior::GatherConditions( void )
|
|
{
|
|
if ( IsEnabled() == false )
|
|
return BaseClass::GatherConditions();
|
|
|
|
// Sense the state of the car
|
|
GatherVehicleStateConditions();
|
|
|
|
BaseClass::GatherConditions();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_PassengerBehavior::ModifyOrAppendCriteria( AI_CriteriaSet& criteriaSet )
|
|
{
|
|
if ( m_hVehicle == NULL )
|
|
return;
|
|
|
|
// Mark whether we're overturned or not
|
|
bool bOverturned = m_hVehicle->IsOverturned();
|
|
criteriaSet.AppendCriteria( "vehicle_overturned", bOverturned ? "1" : "0" );
|
|
|
|
// Denote whether we're in the vehicle or not
|
|
bool bInsideVehicle = ( GetPassengerState() == PASSENGER_STATE_INSIDE );
|
|
criteriaSet.AppendCriteria( "vehicle_inside", bInsideVehicle ? "1" : "0" );
|
|
|
|
// Note what angle we're at (extreme or normal)
|
|
Vector vecUp( 0.0f, 0.0f, 1.0f );
|
|
Vector vecVehicleUp;
|
|
m_hVehicle->GetVectors( NULL, NULL, &vecVehicleUp );
|
|
|
|
float flVehicleUp = DotProduct( vecVehicleUp, vecUp );
|
|
criteriaSet.AppendCriteria( "vehicle_tilt", UTIL_VarArgs( "%.2f", flVehicleUp ) );
|
|
|
|
// Set the vehicle's speed (necessary for certain types of movement judgments)
|
|
float flVehicleSpeed = sqrt( m_vehicleState.m_flLastSpeedSqr );
|
|
criteriaSet.AppendCriteria( "vehicle_speed", UTIL_VarArgs( "%f", flVehicleSpeed ) );
|
|
|
|
// Whether or not the passenger is currently able to enter the vehicle (only accounts for locking really)
|
|
bool bCanExitVehicle = ( m_hVehicle->NPC_CanExitVehicle( GetOuter(), true ) );
|
|
criteriaSet.AppendCriteria( "vehicle_can_exit", bCanExitVehicle ? "1" : "0" );
|
|
|
|
// Whether or not the passenger is currently able to exit the vehicle (only accounts for locking really)
|
|
bool bCanEnterVehicle = ( m_hVehicle->NPC_CanEnterVehicle( GetOuter(), true ) );
|
|
criteriaSet.AppendCriteria( "vehicle_can_enter", bCanEnterVehicle ? "1" : "0" );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Cache off our frame numbers from the sequence keyvalue blocks
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_PassengerBehavior::CacheBlendTargets( void )
|
|
{
|
|
// Get the keyvalues for this sequence
|
|
KeyValues *seqValues = GetOuter()->GetSequenceKeyValues( m_nTransitionSequence );
|
|
if ( seqValues == NULL )
|
|
{
|
|
Assert( 0 );
|
|
return;
|
|
}
|
|
|
|
// Get the entry/exit subkeys
|
|
KeyValues *blendValues = seqValues->FindKey( "entryexit_blend" );
|
|
if ( blendValues == NULL )
|
|
{
|
|
Assert( 0 );
|
|
return;
|
|
}
|
|
|
|
// Find our frame range on this sequence
|
|
int nMaxFrames = Studio_MaxFrame( GetOuter()->GetModelPtr(), m_nTransitionSequence, GetOuter()->GetPoseParameterArray() );
|
|
|
|
// Find a key by this name
|
|
KeyValues *subKeys = blendValues->FindKey( ORIGIN_KEYNAME );
|
|
if ( subKeys )
|
|
{
|
|
// Retrieve our frame numbers
|
|
m_flOriginStartFrame = subKeys->GetFloat( "startframe", 0.0f );
|
|
m_flOriginEndFrame = subKeys->GetFloat( "endframe", nMaxFrames );
|
|
|
|
// Convert to normalized values
|
|
m_flOriginStartFrame = RemapValClamped( m_flOriginStartFrame, 0, nMaxFrames, 0.0f, 1.0f );
|
|
m_flOriginEndFrame = RemapValClamped( m_flOriginEndFrame, 0, nMaxFrames, 0.0f, 1.0f );
|
|
}
|
|
|
|
// Find a key by this name
|
|
subKeys = blendValues->FindKey( ANGLES_KEYNAME );
|
|
if ( subKeys )
|
|
{
|
|
// Retrieve our frame numbers
|
|
m_flAnglesStartFrame = subKeys->GetFloat( "startframe", 0.0f );
|
|
m_flAnglesEndFrame = subKeys->GetFloat( "endframe", nMaxFrames );
|
|
|
|
// Convert to normalized values
|
|
m_flAnglesStartFrame = RemapValClamped( m_flAnglesStartFrame, 0, nMaxFrames, 0.0f, 1.0f );
|
|
m_flAnglesEndFrame = RemapValClamped( m_flAnglesEndFrame, 0, nMaxFrames, 0.0f, 1.0f );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_PassengerBehavior::SetTransitionSequence( int nSequence )
|
|
{
|
|
// We need to use the ACT_SCRIPT_CUSTOM_MOVE scenario for this type of custom anim
|
|
m_nTransitionSequence = nSequence;
|
|
GetOuter()->m_iszSceneCustomMoveSeq = AllocPooledString( GetOuter()->GetSequenceName( m_nTransitionSequence ) );
|
|
|
|
// Cache off our blending information at this point
|
|
CacheBlendTargets();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_PassengerBehavior::SpeakIfAllowed( AIConcept_t concept, const char *modifiers /*= NULL*/, bool bRespondingToPlayer /*= false*/, char *pszOutResponseChosen /*= NULL*/, size_t bufsize /*= 0*/ )
|
|
{
|
|
// FIXME: Store this cast off?
|
|
CAI_PlayerAlly *pAlly = dynamic_cast<CAI_PlayerAlly *>(GetOuter());
|
|
if ( pAlly != NULL )
|
|
return pAlly->SpeakIfAllowed( concept, modifiers, bRespondingToPlayer, pszOutResponseChosen, bufsize );
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Forces us to begin a dynamic scripted scene
|
|
// Input : *lpszInteractionName - Name of the sequence we'll play
|
|
// *pOther -
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_PassengerBehavior::ForceVehicleInteraction( const char *lpszInteractionName, CBaseCombatCharacter *pOther )
|
|
{
|
|
// Don't do this unless we're sitting in the cabin of the vehicle!
|
|
if ( GetPassengerState() != PASSENGER_STATE_INSIDE )
|
|
return false;
|
|
|
|
// Set a sequence and fire it off!
|
|
GetOuter()->m_iszSceneCustomMoveSeq = AllocPooledString( lpszInteractionName );
|
|
GetOuter()->SetIdealActivity( ACT_SCRIPT_CUSTOM_MOVE );
|
|
|
|
// Slam our schedule (very unsafe!)
|
|
GetOuter()->SetSchedule( SCHED_PASSENGER_PLAY_SCRIPTED_ANIM );
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Fix up teleport event when in the vehicle
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_PassengerBehavior::Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity )
|
|
{
|
|
//First, safely remove me from the vehicle
|
|
if ( GetPassengerState() != PASSENGER_STATE_OUTSIDE )
|
|
{
|
|
// Detach from the vehicle
|
|
DetachFromVehicle();
|
|
FinishExitVehicle();
|
|
|
|
// Turn the behavior off
|
|
GetOuter()->ClearSchedule( "ai_behavior_passenger: teleport while in vehicle" );
|
|
Disable();
|
|
}
|
|
|
|
//Then allow the teleportation
|
|
BaseClass::Teleport( newPosition, newAngles, newVelocity );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: We override this function because it can completely wreak havoc if
|
|
// we're in the middle of a transition
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_PassengerBehavior::ClearSchedule( const char *szReason )
|
|
{
|
|
// Cannot do this while we're transitioning, but it's also a bug because the code that called it was probably relying on this to work!
|
|
if ( GetPassengerState() == PASSENGER_STATE_ENTERING || GetPassengerState() == PASSENGER_STATE_EXITING )
|
|
{
|
|
Warning("ClearSchedule rejected due to transitioning passenger: %s\n", szReason );
|
|
return;
|
|
}
|
|
|
|
// TODO: Even this will probably need more crafting depending on what we're doing in the vehicle
|
|
// Otherwise allow it
|
|
GetOuter()->ClearSchedule( szReason );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Dictate the terms for being interrupted by scripted schedules or scenes
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_PassengerBehavior::IsInterruptable( void )
|
|
{
|
|
// NOTE: We should never be interrupted this way when in a car. This would effectively makes us go comatose if we
|
|
// start a FACETO, MOVETO, or SEQUENCE command from a VCD.
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_PassengerBehavior::CancelEnterVehicle( void )
|
|
{
|
|
// Stop!
|
|
if ( GetPassengerState() == PASSENGER_STATE_OUTSIDE )
|
|
{
|
|
SetCondition( COND_PASSENGER_CANCEL_ENTER );
|
|
}
|
|
}
|
|
|
|
// ----------------------------------------------
|
|
// Custom AI declarations
|
|
// ----------------------------------------------
|
|
|
|
AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( CAI_PassengerBehavior )
|
|
{
|
|
DECLARE_ACTIVITY( ACT_PASSENGER_IDLE )
|
|
DECLARE_ACTIVITY( ACT_PASSENGER_RANGE_ATTACK1 )
|
|
|
|
DECLARE_CONDITION( COND_PASSENGER_HARD_IMPACT )
|
|
DECLARE_CONDITION( COND_PASSENGER_ENTERING )
|
|
DECLARE_CONDITION( COND_PASSENGER_EXITING )
|
|
DECLARE_CONDITION( COND_PASSENGER_VEHICLE_STARTED )
|
|
DECLARE_CONDITION( COND_PASSENGER_VEHICLE_STOPPED )
|
|
DECLARE_CONDITION( COND_PASSENGER_OVERTURNED )
|
|
DECLARE_CONDITION( COND_PASSENGER_CANCEL_ENTER )
|
|
DECLARE_CONDITION( COND_PASSENGER_ERRATIC_DRIVING )
|
|
DECLARE_CONDITION( COND_PASSENGER_PLAYER_ENTERED_VEHICLE )
|
|
DECLARE_CONDITION( COND_PASSENGER_PLAYER_EXITED_VEHICLE )
|
|
DECLARE_CONDITION( COND_PASSENGER_JOSTLE_SMALL )
|
|
|
|
DECLARE_TASK( TASK_PASSENGER_ENTER_VEHICLE )
|
|
DECLARE_TASK( TASK_PASSENGER_EXIT_VEHICLE )
|
|
DECLARE_TASK( TASK_PASSENGER_ATTACH_TO_VEHICLE )
|
|
DECLARE_TASK( TASK_PASSENGER_DETACH_FROM_VEHICLE )
|
|
DECLARE_TASK( TASK_PASSENGER_SET_IDEAL_ENTRY_YAW )
|
|
|
|
// FIXME: Move to companion
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_PASSENGER_ENTER_VEHICLE,
|
|
|
|
" Tasks"
|
|
" TASK_PASSENGER_SET_IDEAL_ENTRY_YAW 0"
|
|
" TASK_FACE_IDEAL 0"
|
|
" TASK_PASSENGER_ATTACH_TO_VEHICLE 0"
|
|
" TASK_PASSENGER_ENTER_VEHICLE 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NO_CUSTOM_INTERRUPTS"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_PASSENGER_EXIT_VEHICLE,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_PASSENGER_IDLE"
|
|
" TASK_PASSENGER_DETACH_FROM_VEHICLE 0"
|
|
" TASK_WAIT 0.1" // We must wait one tick for us to start being updated
|
|
" TASK_PASSENGER_EXIT_VEHICLE 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NO_CUSTOM_INTERRUPTS"
|
|
" COND_TASK_FAILED"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_PASSENGER_IDLE,
|
|
|
|
" Tasks"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
" TASK_WAIT 2"
|
|
""
|
|
" Interrupts"
|
|
" COND_PROVOKED"
|
|
" COND_NEW_ENEMY"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
" COND_PASSENGER_EXITING"
|
|
" COND_HEAR_DANGER"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_PASSENGER_PLAY_SCRIPTED_ANIM,
|
|
|
|
" Tasks"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SCRIPT_CUSTOM_MOVE"
|
|
""
|
|
" Interrupts"
|
|
" COND_PASSENGER_HARD_IMPACT"
|
|
)
|
|
|
|
AI_END_CUSTOM_SCHEDULE_PROVIDER()
|
|
}
|