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246 lines
8.3 KiB
246 lines
8.3 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef AI_BEHAVIOR_PASSENGER_H
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#define AI_BEHAVIOR_PASSENGER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ai_speech.h"
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#include "ai_behavior.h"
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#include "ai_utils.h"
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#include "vehicle_jeep_episodic.h"
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#define STOPPED_VELOCITY_THRESHOLD 32.0f
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#define STOPPED_VELOCITY_THRESHOLD_SQR (STOPPED_VELOCITY_THRESHOLD*STOPPED_VELOCITY_THRESHOLD)
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#define STARTED_VELOCITY_THRESHOLD 64.0f
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#define STARTED_VELOCITY_THRESHOLD_SQR (STARTED_VELOCITY_THRESHOLD*STARTED_VELOCITY_THRESHOLD)
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// Custom activities
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extern int ACT_PASSENGER_IDLE;
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extern int ACT_PASSENGER_RANGE_ATTACK1;
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// ---------------------------------------------
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// Vehicle state
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// ---------------------------------------------
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struct passengerVehicleState_t
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{
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Vector m_vecLastLocalVelocity;
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Vector m_vecDeltaVelocity;
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QAngle m_vecLastAngles;
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float m_flNextWarningTime;
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float m_flLastSpeedSqr;
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bool m_bPlayerInVehicle;
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bool m_bWasBoosting;
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bool m_bWasOverturned;
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DECLARE_SIMPLE_DATADESC();
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};
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// ---------------------------------------------
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// Passenger intent
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// ---------------------------------------------
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enum passesngerVehicleIntent_e
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{
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PASSENGER_INTENT_NONE,
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PASSENGER_INTENT_ENTER, // We want to be in the vehicle
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PASSENGER_INTENT_EXIT, // We want to be outside the vehicle
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};
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// ---------------------------------------------
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// Passenger state functions
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// ---------------------------------------------
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enum PassengerState_e
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{
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PASSENGER_STATE_OUTSIDE = 0, // Not in the vehicle
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PASSENGER_STATE_ENTERING,
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PASSENGER_STATE_INSIDE,
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PASSENGER_STATE_EXITING,
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};
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class CAI_PassengerBehavior : public CAI_SimpleBehavior
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{
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DECLARE_CLASS( CAI_PassengerBehavior, CAI_SimpleBehavior );
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DECLARE_DATADESC()
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public:
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CAI_PassengerBehavior( void );
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enum
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{
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// Schedules
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SCHED_PASSENGER_IDLE = BaseClass::NEXT_SCHEDULE,
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SCHED_PASSENGER_ENTER_VEHICLE,
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SCHED_PASSENGER_EXIT_VEHICLE,
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SCHED_PASSENGER_RUN_TO_ENTER_VEHICLE,
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SCHED_PASSENGER_ENTER_VEHICLE_PAUSE,
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SCHED_PASSENGER_RUN_TO_ENTER_VEHICLE_FAILED,
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SCHED_PASSENGER_PLAY_SCRIPTED_ANIM,
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NEXT_SCHEDULE,
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// Tasks
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TASK_PASSENGER_ENTER_VEHICLE = BaseClass::NEXT_TASK,
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TASK_PASSENGER_EXIT_VEHICLE,
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TASK_PASSENGER_ATTACH_TO_VEHICLE,
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TASK_PASSENGER_DETACH_FROM_VEHICLE,
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TASK_PASSENGER_SET_IDEAL_ENTRY_YAW,
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NEXT_TASK,
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// Conditions
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COND_PASSENGER_HARD_IMPACT = BaseClass::NEXT_CONDITION,
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COND_PASSENGER_ENTERING,
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COND_PASSENGER_EXITING,
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COND_PASSENGER_VEHICLE_STARTED,
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COND_PASSENGER_VEHICLE_STOPPED,
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COND_PASSENGER_OVERTURNED,
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COND_PASSENGER_CANCEL_ENTER,
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COND_PASSENGER_ERRATIC_DRIVING,
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COND_PASSENGER_PLAYER_ENTERED_VEHICLE,
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COND_PASSENGER_PLAYER_EXITED_VEHICLE,
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COND_PASSENGER_JOSTLE_SMALL,
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NEXT_CONDITION
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};
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bool ForceVehicleInteraction( const char *lpszInteractionName, CBaseCombatCharacter *pOther );
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virtual bool CanSelectSchedule( void );
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virtual int SelectSchedule( void );
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virtual int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
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virtual void RunTask( const Task_t *pTask );
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virtual void StartTask( const Task_t *pTask );
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virtual void BuildScheduleTestBits( void );
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virtual int TranslateSchedule( int scheduleType );
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virtual void GetEntryTarget( Vector *vecOrigin, QAngle *vecAngles );
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virtual void GatherConditions( void );
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virtual void ModifyOrAppendCriteria( AI_CriteriaSet& criteriaSet );
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virtual void Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity );
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virtual void ClearSchedule( const char *szReason );
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virtual bool IsInterruptable( void );
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virtual void PrescheduleThink( void );
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virtual void CancelEnterVehicle( void );
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virtual const char *GetName( void ) { return "Passenger"; }
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virtual string_t GetRoleName( void ) { return MAKE_STRING( "passenger" ); }
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// Enable/disable code
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void Enable( CPropJeepEpisodic *pVehicle, bool bImmediateEntrance = false );
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void Disable( void );
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bool IsEnabled( void ) const { return m_bEnabled; }
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virtual void EnterVehicle( void );
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virtual void ExitVehicle( void );
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void AddPhysicsPush( float force );
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CPropVehicleDriveable *GetTargetVehicle( void ) const { return m_hVehicle; }
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PassengerState_e GetPassengerState( void ) const { return m_PassengerState; }
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virtual void OnRestore();
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protected:
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virtual int SelectTransitionSchedule( void );
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bool SpeakIfAllowed( AIConcept_t concept, const char *modifiers = NULL, bool bRespondingToPlayer = false, char *pszOutResponseChosen = NULL, size_t bufsize = 0 );
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bool CanExitVehicle( void );
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void SetTransitionSequence( int nSequence );
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void AttachToVehicle( void );
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virtual void OnExitVehicleFailed( void ) { } // NPC attempted to leave vehicle, but was unable to
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virtual void GatherVehicleStateConditions( void );
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// ------------------------------------------
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// Entry/exit transition code
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// ------------------------------------------
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virtual void FinishEnterVehicle( void );
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virtual void FinishExitVehicle( void );
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void DetachFromVehicle( void );
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void DrawDebugTransitionInfo( const Vector &vecIdealPos, const QAngle &vecIdealAngles, const Vector &vecAnimPos, const QAngle &vecAnimAngles );
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bool GetEntryPoint( int nSequence, Vector *vecEntryPoint, QAngle *vecEntryAngles = NULL );
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bool GetExitPoint( int nSequence, Vector *vecExitPoint, QAngle *vecExitAngles = NULL );
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bool PointIsNavigable( const Vector &vecTargetPos );
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bool ReserveEntryPoint( VehicleSeatQuery_e eSeatSearchType );
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bool ReserveExitPoint( void );
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bool FindGroundAtPosition( const Vector &in, float flUpDelta, float flDownDelta, Vector *out );
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bool DoTransitionMovement( void );
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bool GetSequenceBlendAmount( float flCycle, float *posBlend, float *angBlend );
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bool LocalIntervalMovement( float flInterval, bool &bMoveSeqFinished, Vector &newPosition, QAngle &newAngles );
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void GetTransitionAnimationIdeal( float flCycle, const Vector &vecTargetPos, const QAngle &vecTargetAngles, Vector *idealOrigin, QAngle *idealAngles );
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float GetNextCycleForInterval( int nSequence, float flInterval );
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void GetLocalVehicleVelocity( Vector *pOut );
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void CacheBlendTargets( void );
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void InitVehicleState( void );
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int FindEntrySequence( bool bNearest = false );
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int FindExitSequence( void );
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bool IsValidTransitionPoint( const Vector &vecStartPos, const Vector &vecEndPos );
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void SetPassengerState( PassengerState_e state ) { m_PassengerState = state; }
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PassengerState_e m_PassengerState; // State we're in, for the vehicle
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// ---------------------------------------------
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bool IsPassengerHostile( void );
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passengerVehicleState_t m_vehicleState; // Internal vehicle state
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CHandle <CPropVehicleDriveable> m_hVehicle; // The vehicle we're bound to
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CHandle <CEntityBlocker> m_hBlocker; // Blocking entity for space reservation
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Vector m_vecTargetPosition; // Target destination for exiting the vehicle
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QAngle m_vecTargetAngles; // Target angles for exiting the vehicle
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bool m_bEnabled; // If the behavior is running
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passesngerVehicleIntent_e m_PassengerIntent; // Gives us information about whether we're meant to get in/out, etc.
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int m_nTransitionSequence; // Animation we're using to transition with
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float m_flOriginStartFrame;
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float m_flOriginEndFrame;
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float m_flAnglesStartFrame;
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float m_flAnglesEndFrame;
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protected:
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DEFINE_CUSTOM_SCHEDULE_PROVIDER;
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};
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class CTraceFilterVehicleTransition : public CTraceFilterSkipTwoEntities
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{
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public:
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DECLARE_CLASS( CTraceFilterVehicleTransition, CTraceFilterSkipTwoEntities );
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CTraceFilterVehicleTransition( const IHandleEntity *passentity, const IHandleEntity *passentity2, int collisionGroup ) :
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CTraceFilterSkipTwoEntities( passentity, passentity2, collisionGroup ) {}
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bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
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{
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bool bRet = BaseClass::ShouldHitEntity( pServerEntity, contentsMask );
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CBaseEntity *pEntity = EntityFromEntityHandle( pServerEntity );
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if ( pEntity )
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{
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IPhysicsObject *pPhys = pEntity->VPhysicsGetObject();
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if ( pPhys )
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{
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// Ignore physics objects
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// TODO: This will have to be fleshed out more as cases arise
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if ( pPhys->IsMoveable() && pPhys->GetMass() < 80.0f )
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return false;
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}
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}
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return bRet;
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}
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};
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#endif // AI_BEHAVIOR_PASSENGER_H
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