//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "sceneentity.h" #include "choreoevent.h" #include "choreoscene.h" #include "choreoactor.h" #include "ai_baseactor.h" #include "ai_navigator.h" #include "saverestore_utlvector.h" #include "bone_setup.h" #include "physics_npc_solver.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" ConVar flex_minplayertime( "flex_minplayertime", "5" ); ConVar flex_maxplayertime( "flex_maxplayertime", "7" ); ConVar flex_minawaytime( "flex_minawaytime", "0.5" ); ConVar flex_maxawaytime( "flex_maxawaytime", "1.0" ); ConVar ai_debug_looktargets( "ai_debug_looktargets", "0" ); ConVar ai_debug_expressions( "ai_debug_expressions", "0", FCVAR_NONE, "Show random expression decisions for NPCs." ); static ConVar scene_showfaceto( "scene_showfaceto", "0", FCVAR_ARCHIVE, "When playing back, show the directions of faceto events." ); BEGIN_DATADESC( CAI_BaseActor ) DEFINE_FIELD( m_fLatchedPositions, FIELD_INTEGER ), DEFINE_FIELD( m_latchedEyeOrigin, FIELD_VECTOR ), DEFINE_FIELD( m_latchedEyeDirection, FIELD_VECTOR ), DEFINE_FIELD( m_latchedHeadDirection, FIELD_VECTOR ), DEFINE_FIELD( m_goalHeadDirection, FIELD_VECTOR ), DEFINE_FIELD( m_goalHeadInfluence, FIELD_FLOAT ), DEFINE_FIELD( m_goalSpineYaw, FIELD_FLOAT ), DEFINE_FIELD( m_goalBodyYaw, FIELD_FLOAT ), DEFINE_FIELD( m_goalHeadCorrection, FIELD_VECTOR ), DEFINE_FIELD( m_flBlinktime, FIELD_TIME ), DEFINE_FIELD( m_hLookTarget, FIELD_EHANDLE ), DEFINE_UTLVECTOR( m_lookQueue, FIELD_EMBEDDED ), DEFINE_UTLVECTOR( m_randomLookQueue, FIELD_EMBEDDED ), DEFINE_UTLVECTOR( m_syntheticLookQueue, FIELD_EMBEDDED ), DEFINE_FIELD( m_flNextRandomLookTime, FIELD_TIME ), DEFINE_FIELD( m_iszExpressionScene, FIELD_STRING ), DEFINE_FIELD( m_hExpressionSceneEnt, FIELD_EHANDLE ), DEFINE_FIELD( m_flNextRandomExpressionTime, FIELD_TIME ), DEFINE_FIELD( m_iszIdleExpression, FIELD_STRING ), DEFINE_FIELD( m_iszAlertExpression, FIELD_STRING ), DEFINE_FIELD( m_iszCombatExpression, FIELD_STRING ), DEFINE_FIELD( m_iszDeathExpression, FIELD_STRING ), //DEFINE_FIELD( m_ParameterBodyTransY, FIELD_INTEGER ), //DEFINE_FIELD( m_ParameterBodyTransX, FIELD_INTEGER ), //DEFINE_FIELD( m_ParameterBodyLift, FIELD_INTEGER ), DEFINE_FIELD( m_ParameterBodyYaw, FIELD_INTEGER ), //DEFINE_FIELD( m_ParameterBodyPitch, FIELD_INTEGER ), //DEFINE_FIELD( m_ParameterBodyRoll, FIELD_INTEGER ), DEFINE_FIELD( m_ParameterSpineYaw, FIELD_INTEGER ), //DEFINE_FIELD( m_ParameterSpinePitch, FIELD_INTEGER ), //DEFINE_FIELD( m_ParameterSpineRoll, FIELD_INTEGER ), DEFINE_FIELD( m_ParameterNeckTrans, FIELD_INTEGER ), DEFINE_FIELD( m_ParameterHeadYaw, FIELD_INTEGER ), DEFINE_FIELD( m_ParameterHeadPitch, FIELD_INTEGER ), DEFINE_FIELD( m_ParameterHeadRoll, FIELD_INTEGER ), //DEFINE_FIELD( m_FlexweightMoveRightLeft, FIELD_INTEGER ), //DEFINE_FIELD( m_FlexweightMoveForwardBack, FIELD_INTEGER ), //DEFINE_FIELD( m_FlexweightMoveUpDown, FIELD_INTEGER ), DEFINE_FIELD( m_FlexweightBodyRightLeft, FIELD_INTEGER ), //DEFINE_FIELD( m_FlexweightBodyUpDown, FIELD_INTEGER ), //DEFINE_FIELD( m_FlexweightBodyTilt, FIELD_INTEGER ), DEFINE_FIELD( m_FlexweightChestRightLeft, FIELD_INTEGER ), //DEFINE_FIELD( m_FlexweightChestUpDown, FIELD_INTEGER ), //DEFINE_FIELD( m_FlexweightChestTilt, FIELD_INTEGER ), DEFINE_FIELD( m_FlexweightHeadForwardBack, FIELD_INTEGER ), DEFINE_FIELD( m_FlexweightHeadRightLeft, FIELD_INTEGER ), DEFINE_FIELD( m_FlexweightHeadUpDown, FIELD_INTEGER ), DEFINE_FIELD( m_FlexweightHeadTilt, FIELD_INTEGER ), DEFINE_FIELD( m_ParameterGestureHeight, FIELD_INTEGER ), DEFINE_FIELD( m_ParameterGestureWidth, FIELD_INTEGER ), DEFINE_FIELD( m_FlexweightGestureUpDown, FIELD_INTEGER ), DEFINE_FIELD( m_FlexweightGestureRightLeft, FIELD_INTEGER ), DEFINE_FIELD( m_flAccumYawDelta, FIELD_FLOAT ), DEFINE_FIELD( m_flAccumYawScale, FIELD_FLOAT ), DEFINE_ARRAY( m_flextarget, FIELD_FLOAT, 64 ), DEFINE_KEYFIELD( m_bDontUseSemaphore, FIELD_BOOLEAN, "DontUseSpeechSemaphore" ), DEFINE_KEYFIELD( m_iszExpressionOverride, FIELD_STRING, "ExpressionOverride" ), DEFINE_EMBEDDEDBYREF( m_pExpresser ), DEFINE_INPUTFUNC( FIELD_STRING, "SetExpressionOverride", InputSetExpressionOverride ), END_DATADESC() BEGIN_SIMPLE_DATADESC( CAI_InterestTarget_t ) DEFINE_FIELD( m_eType, FIELD_INTEGER ), DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ), DEFINE_FIELD( m_vecPosition, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_flStartTime, FIELD_TIME ), DEFINE_FIELD( m_flEndTime, FIELD_TIME ), DEFINE_FIELD( m_flRamp, FIELD_FLOAT ), DEFINE_FIELD( m_flInterest, FIELD_FLOAT ), END_DATADESC() //----------------------------------------------------------------------------- // Purpose: clear out latched state //----------------------------------------------------------------------------- void CAI_BaseActor::StudioFrameAdvance () { // clear out head and eye latched values m_fLatchedPositions &= ~(HUMANOID_LATCHED_ALL); BaseClass::StudioFrameAdvance(); } void CAI_BaseActor::Precache() { BaseClass::Precache(); if ( NULL_STRING != m_iszExpressionOverride ) { PrecacheInstancedScene( STRING( m_iszExpressionOverride ) ); } if ( m_iszIdleExpression != NULL_STRING ) { PrecacheInstancedScene( STRING(m_iszIdleExpression ) ); } if ( m_iszCombatExpression != NULL_STRING ) { PrecacheInstancedScene( STRING(m_iszCombatExpression ) ); } if ( m_iszAlertExpression != NULL_STRING ) { PrecacheInstancedScene( STRING(m_iszAlertExpression) ); } if ( m_iszDeathExpression != NULL_STRING ) { PrecacheInstancedScene( STRING(m_iszDeathExpression) ); } } static char const *g_ServerSideFlexControllers[] = { "body_rightleft", //"body_updown", //"body_tilt", "chest_rightleft", //"chest_updown", //"chest_tilt", "head_forwardback", "head_rightleft", "head_updown", "head_tilt", "gesture_updown", "gesture_rightleft" }; //----------------------------------------------------------------------------- // Purpose: Static method // Input : *szName - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CAI_BaseActor::IsServerSideFlexController( char const *szName ) { int c = ARRAYSIZE( g_ServerSideFlexControllers ); for ( int i = 0; i < c; ++i ) { if ( !Q_stricmp( szName, g_ServerSideFlexControllers[ i ] ) ) return true; } return false; } void CAI_BaseActor::SetModel( const char *szModelName ) { BaseClass::SetModel( szModelName ); //Init( m_ParameterBodyTransY, "body_trans_Y" ); //Init( m_ParameterBodyTransX, "body_trans_X" ); //Init( m_ParameterBodyLift, "body_lift" ); Init( m_ParameterBodyYaw, "body_yaw" ); //Init( m_ParameterBodyPitch, "body_pitch" ); //Init( m_ParameterBodyRoll, "body_roll" ); Init( m_ParameterSpineYaw, "spine_yaw" ); //Init( m_ParameterSpinePitch, "spine_pitch" ); //Init( m_ParameterSpineRoll, "spine_roll" ); Init( m_ParameterNeckTrans, "neck_trans" ); Init( m_ParameterHeadYaw, "head_yaw" ); Init( m_ParameterHeadPitch, "head_pitch" ); Init( m_ParameterHeadRoll, "head_roll" ); //Init( m_FlexweightMoveRightLeft, "move_rightleft" ); //Init( m_FlexweightMoveForwardBack, "move_forwardback" ); //Init( m_FlexweightMoveUpDown, "move_updown" ); Init( m_FlexweightBodyRightLeft, "body_rightleft" ); //Init( m_FlexweightBodyUpDown, "body_updown" ); //Init( m_FlexweightBodyTilt, "body_tilt" ); Init( m_FlexweightChestRightLeft, "chest_rightleft" ); //Init( m_FlexweightChestUpDown, "chest_updown" ); //Init( m_FlexweightChestTilt, "chest_tilt" ); Init( m_FlexweightHeadForwardBack, "head_forwardback" ); Init( m_FlexweightHeadRightLeft, "head_rightleft" ); Init( m_FlexweightHeadUpDown, "head_updown" ); Init( m_FlexweightHeadTilt, "head_tilt" ); Init( m_ParameterGestureHeight, "gesture_height" ); Init( m_ParameterGestureWidth, "gesture_width" ); Init( m_FlexweightGestureUpDown, "gesture_updown" ); Init( m_FlexweightGestureRightLeft, "gesture_rightleft" ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CAI_BaseActor::StartSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget ) { Assert( info ); Assert( info->m_pScene ); Assert( info->m_pEvent ); // FIXME: this code looks duplicated switch ( info->m_pEvent->GetType() ) { case CChoreoEvent::FACE: { return BaseClass::StartSceneEvent( info, scene, event, actor, pTarget ); } break; case CChoreoEvent::GENERIC: { if (stricmp( event->GetParameters(), "AI_BLINK") == 0) { info->m_nType = SCENE_AI_BLINK; // blink eyes Blink(); // don't blink for duration, or next random blink time float flDuration = (event->GetEndTime() - scene->GetTime()); m_flBlinktime = gpGlobals->curtime + MAX( flDuration, random->RandomFloat( 1.5, 4.5 ) ); } else if (stricmp( event->GetParameters(), "AI_HOLSTER") == 0) { // FIXME: temp code for test info->m_nType = SCENE_AI_HOLSTER; info->m_iLayer = HolsterWeapon(); return true; } else if (stricmp( event->GetParameters(), "AI_UNHOLSTER") == 0) { // FIXME: temp code for test info->m_nType = SCENE_AI_UNHOLSTER; info->m_iLayer = UnholsterWeapon(); return true; } else if (stricmp( event->GetParameters(), "AI_AIM") == 0) { info->m_nType = SCENE_AI_AIM; info->m_hTarget = pTarget; } else if (stricmp( event->GetParameters(), "AI_RANDOMLOOK") == 0) { info->m_nType = SCENE_AI_RANDOMLOOK; info->m_flNext = 0.0; } else if (stricmp( event->GetParameters(), "AI_RANDOMFACEFLEX") == 0) { info->m_nType = SCENE_AI_RANDOMFACEFLEX; info->m_flNext = 0.0; info->InitWeight( this ); } else if (stricmp( event->GetParameters(), "AI_RANDOMHEADFLEX") == 0) { info->m_nType = SCENE_AI_RANDOMHEADFLEX; info->m_flNext = 0.0; } else if (stricmp( event->GetParameters(), "AI_IGNORECOLLISION") == 0) { CBaseEntity *pTarget = FindNamedEntity( event->GetParameters2( ) ); if (pTarget) { info->m_nType = SCENE_AI_IGNORECOLLISION; info->m_hTarget = pTarget; float remaining = event->GetEndTime() - scene->GetTime(); NPCPhysics_CreateSolver( this, pTarget, true, remaining ); info->m_flNext = gpGlobals->curtime + remaining; return true; } else { Warning( "CSceneEntity %s unable to find actor named \"%s\"\n", scene->GetFilename(), event->GetParameters2() ); return false; } } else if (stricmp( event->GetParameters(), "AI_DISABLEAI") == 0) { info->m_nType = SCENE_AI_DISABLEAI; } else { return BaseClass::StartSceneEvent( info, scene, event, actor, pTarget ); } return true; } break; default: return BaseClass::StartSceneEvent( info, scene, event, actor, pTarget ); } } bool CAI_BaseActor::ProcessSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event ) { Assert( info ); Assert( info->m_pScene ); Assert( info->m_pEvent ); // FIXME: this code looks duplicated switch ( info->m_pEvent->GetType() ) { case CChoreoEvent::FACE: { // make sure target exists if (info->m_hTarget == NULL) return false; bool bInScene = false; // lockbodyfacing is designed to run on top of both normal AI and on top of // scripted_sequences. By allowing torso turns during post-idles, pre-idles, // act-busy's, scripted_sequences, normal AI movements, etc., it increases // the functionality of those AI features without breaking their assuptions // that the entity won't be made to "turn" by something outside of those // AI's control. // lockbody facing is also usefull when npcs are moving and you want them to turn // towards something but still walk in the direction of travel. if (!event->IsLockBodyFacing()) bInScene = EnterSceneSequence( scene, event, true ); // make sure we're still able to play this command if (!info->m_bStarted) { info->m_flInitialYaw = GetLocalAngles().y; info->m_flTargetYaw = info->m_flInitialYaw; info->m_flFacingYaw = info->m_flInitialYaw; if (IsMoving()) { info->m_flWeight = 1.0; } else { info->m_flWeight = 0.0; } } // lock in place if aiming at self if (info->m_hTarget == this) { return true; } if (!bInScene || info->m_bIsMoving != IsMoving()) { info->m_flInitialYaw = GetLocalAngles().y; } info->m_bIsMoving = IsMoving(); // Msg("%f : %f - %f\n", scene->GetTime(), event->GetStartTime(), event->GetEndTime() ); float flTime = clamp( scene->GetTime(), event->GetStartTime(), event->GetEndTime() - 0.1f ); float intensity = event->GetIntensity( flTime ); // clamp in-ramp to 0.5 seconds float flDuration = scene->GetTime() - event->GetStartTime(); float flMaxIntensity = flDuration < 0.5f ? SimpleSpline( flDuration / 0.5f ) : 1.0f; intensity = clamp( intensity, 0.0f, flMaxIntensity ); if (bInScene && info->m_bIsMoving) { info->m_flInitialYaw = GetLocalAngles().y; } if (!event->IsLockBodyFacing()) { if (!info->m_bIsMoving && bInScene) { AccumulateIdealYaw( info->m_flFacingYaw, intensity ); } } float diff; float dir; float flSpineYaw; float flBodyYaw; // move upper body to account for missing body yaw diff = UTIL_AngleDiff( info->m_flTargetYaw, GetLocalAngles().y ); if (diff < 0) { diff = -diff; dir = -1; } else { dir = 1; } flSpineYaw = MIN( diff, 30 ); flBodyYaw = MIN( diff - flSpineYaw, 30 ); m_goalSpineYaw = m_goalSpineYaw * (1.0 - intensity) + intensity * flSpineYaw * dir; m_goalBodyYaw = m_goalBodyYaw * (1.0 - intensity) + intensity * flBodyYaw * dir; /* NDebugOverlay::YawArrow( GetAbsOrigin(), GetLocalAngles().y, 64, 16, 255, 255, 255, 0, true, 0.1 ); NDebugOverlay::YawArrow( GetAbsOrigin() + Vector( 0, 0, 8 ), GetLocalAngles().y + m_goalBodyYaw, 64, 16, 255, 128, 128, 0, true, 0.1 ); NDebugOverlay::YawArrow( GetAbsOrigin() + Vector( 0, 0, 16 ), GetLocalAngles().y + m_goalSpineYaw, 64, 16, 128, 255, 128, 0, true, 0.1 ); NDebugOverlay::YawArrow( GetAbsOrigin() + Vector( 0, 0, 24 ), info->m_flTargetYaw, 64, 16, 128, 128, 255, 0, true, 0.1 ); */ CAI_BaseNPC *pGoalNpc = info->m_hTarget->MyNPCPointer(); float goalYaw = GetLocalAngles().y; if ( pGoalNpc ) { goalYaw = CalcIdealYaw( pGoalNpc->FacingPosition() ); } else { goalYaw = CalcIdealYaw( info->m_hTarget->EyePosition() ); } if (developer.GetInt() > 0 && scene_showfaceto.GetBool()) { NDebugOverlay::YawArrow( GetAbsOrigin() + Vector( 0, 0, 1 ), goalYaw, 8 + 32 * intensity, 8, 255, 255, 255, 0, true, 0.12 ); } diff = UTIL_AngleDiff( goalYaw, info->m_flInitialYaw ) * intensity; dir = 1.0; // debounce delta a bit info->m_flTargetYaw = UTIL_AngleMod( info->m_flInitialYaw + diff ); if (diff < 0) { diff = -diff; dir = -1; } // calc how much to use the spine for turning float spineintensity = (1.0 - MAX( 0.0, (intensity - 0.5) / 0.5 )); // force spine to full if not in scene or locked if (!bInScene || event->IsLockBodyFacing() ) { spineintensity = 1.0; } flSpineYaw = MIN( diff * spineintensity, 30 ); flBodyYaw = MIN( diff * spineintensity - flSpineYaw, 30 ); info->m_flFacingYaw = info->m_flInitialYaw + (diff - flBodyYaw - flSpineYaw) * dir; if (!event->IsLockBodyFacing()) { AddFacingTarget( info->m_hTarget, intensity, 0.2 ); // facing targets are lagged by one frame } return true; } case CChoreoEvent::GENERIC: { switch(info->m_nType) { case SCENE_AI_BLINK: { // keep eyes not blinking for duration float flDuration = (event->GetEndTime() - scene->GetTime()); m_flBlinktime = MAX( m_flBlinktime, gpGlobals->curtime + flDuration ); } return true; case SCENE_AI_HOLSTER: { } return true; case SCENE_AI_UNHOLSTER: { } return true; case SCENE_AI_AIM: { if ( info->m_hTarget ) { Vector vecAimTargetLoc = info->m_hTarget->EyePosition(); Vector vecAimDir = vecAimTargetLoc - EyePosition(); VectorNormalize( vecAimDir ); SetAim( vecAimDir); } } return true; case SCENE_AI_RANDOMLOOK: { if (info->m_flNext < gpGlobals->curtime) { info->m_flNext = gpGlobals->curtime + PickLookTarget( m_syntheticLookQueue ) - 0.4; if (m_syntheticLookQueue.Count() > 0) { float flDuration = (event->GetEndTime() - scene->GetTime()); int i = m_syntheticLookQueue.Count() - 1; m_syntheticLookQueue[i].m_flEndTime = MIN( m_syntheticLookQueue[i].m_flEndTime, gpGlobals->curtime + flDuration ); m_syntheticLookQueue[i].m_flInterest = 0.1; } } } return true; case SCENE_AI_RANDOMFACEFLEX: return RandomFaceFlex( info, scene, event ); case SCENE_AI_RANDOMHEADFLEX: return true; case SCENE_AI_IGNORECOLLISION: if (info->m_hTarget && info->m_flNext < gpGlobals->curtime) { float remaining = event->GetEndTime() - scene->GetTime(); NPCPhysics_CreateSolver( this, info->m_hTarget, true, remaining ); info->m_flNext = gpGlobals->curtime + remaining; } // FIXME: needs to handle scene pause return true; case SCENE_AI_DISABLEAI: if (!(GetState() == NPC_STATE_SCRIPT || IsCurSchedule( SCHED_SCENE_GENERIC )) ) { EnterSceneSequence( scene, event ); } return true; default: return false; } } break; default: return BaseClass::ProcessSceneEvent( info, scene, event ); } } bool CAI_BaseActor::RandomFaceFlex( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event ) { if (info->m_flNext < gpGlobals->curtime) { const flexsettinghdr_t *pSettinghdr = ( const flexsettinghdr_t * )FindSceneFile( event->GetParameters2() ); if (pSettinghdr == NULL) { pSettinghdr = ( const flexsettinghdr_t * )FindSceneFile( "random" ); } if ( pSettinghdr ) { info->m_flNext = gpGlobals->curtime + random->RandomFloat( 0.3, 0.5 ) * (30.0 / pSettinghdr->numflexsettings); flexsetting_t const *pSetting = NULL; pSetting = pSettinghdr->pSetting( random->RandomInt( 0, pSettinghdr->numflexsettings - 1 ) ); flexweight_t *pWeights = NULL; int truecount = pSetting->psetting( (byte *)pSettinghdr, 0, &pWeights ); if ( !pWeights ) return false; int i; for (i = 0; i < truecount; i++, pWeights++) { // Translate to local flex controller // this is translating from the settings's local index to the models local index int index = FlexControllerLocalToGlobal( pSettinghdr, pWeights->key ); // FIXME: this is supposed to blend based on pWeight->influence, but the order is wrong... // float value = GetFlexWeight( index ) * (1 - scale * pWeights->influence) + scale * pWeights->weight; // Add scaled weighting in to total m_flextarget[ index ] = pWeights->weight; } } else { return false; } } // adjust intensity if this is a background scene and there's other flex animations playing float intensity = info->UpdateWeight( this ) * event->GetIntensity( scene->GetTime() ); // slide it up. for (LocalFlexController_t i = LocalFlexController_t(0); i < GetNumFlexControllers(); i++) { float weight = GetFlexWeight( i ); if (weight != m_flextarget[i]) { float delta = (m_flextarget[i] - weight) / random->RandomFloat( 2.0, 4.0 ); weight = weight + delta * intensity; } weight = clamp( weight, 0.0f, 1.0f ); SetFlexWeight( i, weight ); } return true; } bool CAI_BaseActor::ClearSceneEvent( CSceneEventInfo *info, bool fastKill, bool canceled ) { Assert( info ); Assert( info->m_pScene ); Assert( info->m_pEvent ); // FIXME: this code looks duplicated switch ( info->m_pEvent->GetType() ) { case CChoreoEvent::FACE: { return BaseClass::ClearSceneEvent( info, fastKill, canceled ); } break; default: return BaseClass::ClearSceneEvent( info, fastKill, canceled ); } } bool CAI_BaseActor::CheckSceneEventCompletion( CSceneEventInfo *info, float currenttime, CChoreoScene *scene, CChoreoEvent *event ) { Assert( info ); Assert( info->m_pScene ); Assert( info->m_pEvent ); switch ( event->GetType() ) { case CChoreoEvent::GENERIC: { switch( info->m_nType) { case SCENE_AI_HOLSTER: case SCENE_AI_UNHOLSTER: { if (info->m_iLayer == -1) { return true; } float preload = event->GetEndTime() - currenttime; if (preload < 0) { return true; } float t = (1.0 - GetLayerCycle( info->m_iLayer )) * SequenceDuration( GetLayerSequence( info->m_iLayer ) ); return (t <= preload); } } } } return BaseClass::CheckSceneEventCompletion( info, currenttime, scene, event ); } //----------------------------------------------------------------------------- // Purpose: clear out latched state //----------------------------------------------------------------------------- void CAI_BaseActor::SetViewtarget( const Vector &viewtarget ) { // clear out eye latch m_fLatchedPositions &= ~HUMANOID_LATCHED_EYE; BaseClass::SetViewtarget( viewtarget ); } //----------------------------------------------------------------------------- // Purpose: Returns true position of the eyeballs //----------------------------------------------------------------------------- void CAI_BaseActor::UpdateLatchedValues( ) { if (!(m_fLatchedPositions & HUMANOID_LATCHED_HEAD)) { // set head latch m_fLatchedPositions |= HUMANOID_LATCHED_HEAD; if (!HasCondition( COND_IN_PVS ) || !GetAttachment( "eyes", m_latchedEyeOrigin, &m_latchedHeadDirection )) { m_latchedEyeOrigin = BaseClass::EyePosition( ); AngleVectors( GetLocalAngles(), &m_latchedHeadDirection ); } // clear out eye latch m_fLatchedPositions &= ~(HUMANOID_LATCHED_EYE); // DevMsg( "eyeball %4f %4f %4f : %3f %3f %3f\n", origin.x, origin.y, origin.z, angles.x, angles.y, angles.z ); } if (!(m_fLatchedPositions & HUMANOID_LATCHED_EYE)) { m_fLatchedPositions |= HUMANOID_LATCHED_EYE; if ( CapabilitiesGet() & bits_CAP_ANIMATEDFACE ) { m_latchedEyeDirection = GetViewtarget() - m_latchedEyeOrigin; VectorNormalize( m_latchedEyeDirection ); } else { m_latchedEyeDirection = m_latchedHeadDirection; } } } //----------------------------------------------------------------------------- // Purpose: Returns true position of the eyeballs //----------------------------------------------------------------------------- Vector CAI_BaseActor::EyePosition( ) { UpdateLatchedValues(); return m_latchedEyeOrigin; } #define MIN_LOOK_TARGET_DIST 1.0f #define MAX_FULL_LOOK_TARGET_DIST 10.0f //----------------------------------------------------------------------------- // Purpose: Returns true if target is in legal range of eye movement for the current head position //----------------------------------------------------------------------------- bool CAI_BaseActor::ValidEyeTarget(const Vector &lookTargetPos) { Vector vHeadDir = HeadDirection3D( ); Vector lookTargetDir = lookTargetPos - EyePosition(); float flDist = VectorNormalize(lookTargetDir); if (flDist < MIN_LOOK_TARGET_DIST) { return false; } // Only look if it doesn't crank my eyeballs too far float dotPr = DotProduct(lookTargetDir, vHeadDir); // DevMsg( "ValidEyeTarget( %4f %4f %4f ) %3f\n", lookTargetPos.x, lookTargetPos.y, lookTargetPos.z, dotPr ); if (dotPr > 0.259) // +- 75 degrees // if (dotPr > 0.86) // +- 30 degrees { return true; } return false; } //----------------------------------------------------------------------------- // Purpose: Returns true if target is in legal range of possible head movements //----------------------------------------------------------------------------- bool CAI_BaseActor::ValidHeadTarget(const Vector &lookTargetPos) { Vector vFacing = BodyDirection3D(); Vector lookTargetDir = lookTargetPos - EyePosition(); float flDist = VectorNormalize(lookTargetDir); if (flDist < MIN_LOOK_TARGET_DIST) { return false; } // Only look if it doesn't crank my head too far float dotPr = DotProduct(lookTargetDir, vFacing); if (dotPr > 0 && fabs( lookTargetDir.z ) < 0.7) // +- 90 degrees side to side, +- 45 up/down { return true; } return false; } //----------------------------------------------------------------------------- // Purpose: Returns how much to try to look at the target //----------------------------------------------------------------------------- float CAI_BaseActor::HeadTargetValidity(const Vector &lookTargetPos) { Vector vFacing = BodyDirection3D(); int iForward = LookupAttachment( "forward" ); if ( iForward > 0 ) { Vector tmp1; GetAttachment( iForward, tmp1, &vFacing, NULL, NULL ); } Vector lookTargetDir = lookTargetPos - EyePosition(); float flDist = lookTargetDir.Length2D(); VectorNormalize(lookTargetDir); if (flDist <= MIN_LOOK_TARGET_DIST) { return 0; } // Only look if it doesn't crank my head too far float dotPr = DotProduct(lookTargetDir, vFacing); // only look if target is within +-135 degrees // scale 1..-0.707 == 1..1, -.707..-1 == 1..0 // X * b + b = 1 == 1 / (X + 1) = b, 3.4142 float flInterest = clamp( 3.4142f + 3.4142f * dotPr, 0.f, 1.f ); // stop looking when point too close if (flDist < MAX_FULL_LOOK_TARGET_DIST) { flInterest = flInterest * (flDist - MIN_LOOK_TARGET_DIST ) / (MAX_FULL_LOOK_TARGET_DIST - MIN_LOOK_TARGET_DIST); } return flInterest; } //----------------------------------------------------------------------------- // Purpose: Integrate head turn over time //----------------------------------------------------------------------------- void CAI_BaseActor::SetHeadDirection( const Vector &vTargetPos, float flInterval) { Assert(0); // Actors shouldn't be calling this, it doesn't do anything } float CAI_BaseActor::ClampWithBias( PoseParameter_t index, float value, float base ) { return EdgeLimitPoseParameter( (int)index, value, base ); } //----------------------------------------------------------------------------- // Purpose: Accumulate all the wanted yaw changes //----------------------------------------------------------------------------- void CAI_BaseActor::AccumulateIdealYaw( float flYaw, float flIntensity ) { float diff = AngleDiff( flYaw, GetLocalAngles().y ); m_flAccumYawDelta += diff * flIntensity; m_flAccumYawScale += flIntensity; } //----------------------------------------------------------------------------- // Purpose: do any pending yaw movements //----------------------------------------------------------------------------- bool CAI_BaseActor::SetAccumulatedYawAndUpdate( void ) { if (m_flAccumYawScale > 0.0) { float diff = m_flAccumYawDelta / m_flAccumYawScale; float facing = GetLocalAngles().y + diff; m_flAccumYawDelta = 0.0; m_flAccumYawScale = 0.0; if (IsCurSchedule( SCHED_SCENE_GENERIC )) { if (!IsMoving()) { GetMotor()->SetIdealYawAndUpdate( facing ); return true; } } } return false; } //----------------------------------------------------------------------------- // Purpose: match actors "forward" attachment to point in direction of vHeadTarget //----------------------------------------------------------------------------- void CAI_BaseActor::UpdateBodyControl( ) { // FIXME: only during idle, or in response to accel/decel //Set( m_ParameterBodyTransY, Get( m_FlexweightMoveRightLeft ) ); //Set( m_ParameterBodyTransX, Get( m_FlexweightMoveForwardBack ) ); //Set( m_ParameterBodyLift, Get( m_FlexweightMoveUpDown ) ); Set( m_ParameterBodyYaw, Get( m_FlexweightBodyRightLeft ) + m_goalBodyYaw ); //Set( m_ParameterBodyPitch, Get( m_FlexweightBodyUpDown ) ); //Set( m_ParameterBodyRoll, Get( m_FlexweightBodyTilt ) ); Set( m_ParameterSpineYaw, Get( m_FlexweightChestRightLeft ) + m_goalSpineYaw ); //Set( m_ParameterSpinePitch, Get( m_FlexweightChestUpDown ) ); //Set( m_ParameterSpineRoll, Get( m_FlexweightChestTilt ) ); Set( m_ParameterNeckTrans, Get( m_FlexweightHeadForwardBack ) ); } static ConVar scene_clamplookat( "scene_clamplookat", "1", FCVAR_NONE, "Clamp head turns to a max of 20 degrees per think." ); void CAI_BaseActor::UpdateHeadControl( const Vector &vHeadTarget, float flHeadInfluence ) { float flTarget; float flLimit; if (!(CapabilitiesGet() & bits_CAP_TURN_HEAD)) { return; } // calc current animation head bias, movement needs to clamp accumulated with this QAngle angBias; QAngle vTargetAngles; int iEyes = LookupAttachment( "eyes" ); int iChest = LookupAttachment( "chest" ); int iForward = LookupAttachment( "forward" ); matrix3x4_t eyesToWorld; matrix3x4_t forwardToWorld, worldToForward; if (iEyes <= 0 || iForward <= 0) { // Head control on model without "eyes" or "forward" attachment // Most likely this is a cheaple or a generic_actor set to a model that doesn't support head/eye turning. // DevWarning( "%s using model \"%s\" that doesn't support head turning\n", GetClassname(), STRING( GetModelName() ) ); CapabilitiesRemove( bits_CAP_TURN_HEAD ); return; } GetAttachment( iEyes, eyesToWorld ); GetAttachment( iForward, forwardToWorld ); MatrixInvert( forwardToWorld, worldToForward ); // Lookup chest attachment to do compounded range limit checks if (iChest > 0) { matrix3x4_t chestToWorld, worldToChest; GetAttachment( iChest, chestToWorld ); MatrixInvert( chestToWorld, worldToChest ); matrix3x4_t tmpM; ConcatTransforms( worldToChest, eyesToWorld, tmpM ); MatrixAngles( tmpM, angBias ); angBias.y -= Get( m_ParameterHeadYaw ); angBias.x -= Get( m_ParameterHeadPitch ); angBias.z -= Get( m_ParameterHeadRoll ); /* if ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) ) { // Msg("bias %f %f %f\n", angBias.x, angBias.y, angBias.z ); Vector tmp1, tmp2; VectorTransform( Vector( 0, 0, 0), chestToWorld, tmp1 ); VectorTransform( Vector( 100, 0, 0), chestToWorld, tmp2 ); NDebugOverlay::Line( tmp1, tmp2, 0,0,255, false, 0.12 ); VectorTransform( Vector( 0, 0, 0), eyesToWorld, tmp1 ); VectorTransform( Vector( 100, 0, 0), eyesToWorld, tmp2 ); NDebugOverlay::Line( tmp1, tmp2, 0,0,255, false, 0.12 ); // NDebugOverlay::Line( EyePosition(), pEntity->EyePosition(), 0,0,255, false, 0.5); } */ } else { angBias.Init( 0, 0, 0 ); } matrix3x4_t targetXform; targetXform = forwardToWorld; Vector vTargetDir = vHeadTarget - EyePosition(); if (scene_clamplookat.GetBool()) { // scale down pitch when the target is behind the head Vector vTargetLocal; VectorNormalize( vTargetDir ); VectorIRotate( vTargetDir, forwardToWorld, vTargetLocal ); vTargetLocal.z *= clamp( vTargetLocal.x, 0.1f, 1.0f ); VectorNormalize( vTargetLocal ); VectorRotate( vTargetLocal, forwardToWorld, vTargetDir ); // clamp local influence when target is behind the head flHeadInfluence = flHeadInfluence * clamp( vTargetLocal.x * 2.0f + 2.0f, 0.0f, 1.0f ); } Studio_AlignIKMatrix( targetXform, vTargetDir ); matrix3x4_t headXform; ConcatTransforms( worldToForward, targetXform, headXform ); MatrixAngles( headXform, vTargetAngles ); // partially debounce head goal float s0 = 1.0 - flHeadInfluence + GetHeadDebounce() * flHeadInfluence; float s1 = (1.0 - s0); // limit velocity of head turns m_goalHeadCorrection.x = UTIL_Approach( m_goalHeadCorrection.x * s0 + vTargetAngles.x * s1, m_goalHeadCorrection.x, 10.0 ); m_goalHeadCorrection.y = UTIL_Approach( m_goalHeadCorrection.y * s0 + vTargetAngles.y * s1, m_goalHeadCorrection.y, 30.0 ); m_goalHeadCorrection.z = UTIL_Approach( m_goalHeadCorrection.z * s0 + vTargetAngles.z * s1, m_goalHeadCorrection.z, 10.0 ); /* if ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) ) { // Msg( "yaw %.1f (%f) pitch %.1f (%.1f)\n", m_goalHeadCorrection.y, vTargetAngles.y, vTargetAngles.x, m_goalHeadCorrection.x ); // Msg( "yaw %.2f (goal %.2f) (influence %.2f) (flex %.2f)\n", flLimit, m_goalHeadCorrection.y, flHeadInfluence, Get( m_FlexweightHeadRightLeft ) ); } */ flTarget = m_goalHeadCorrection.y + Get( m_FlexweightHeadRightLeft ); flLimit = ClampWithBias( m_ParameterHeadYaw, flTarget, angBias.y ); /* if ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) ) { Msg( "yaw %5.1f : (%5.1f : %5.1f) %5.1f (%5.1f)\n", flLimit, m_goalHeadCorrection.y, Get( m_FlexweightHeadRightLeft ), angBias.y, Get( m_ParameterHeadYaw ) ); } */ Set( m_ParameterHeadYaw, flLimit ); flTarget = m_goalHeadCorrection.x + Get( m_FlexweightHeadUpDown ); flLimit = ClampWithBias( m_ParameterHeadPitch, flTarget, angBias.x ); /* if ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) ) { Msg( "pitch %5.1f : (%5.1f : %5.1f) %5.1f (%5.1f)\n", flLimit, m_goalHeadCorrection.x, Get( m_FlexweightHeadUpDown ), angBias.x, Get( m_ParameterHeadPitch ) ); } */ Set( m_ParameterHeadPitch, flLimit ); flTarget = m_goalHeadCorrection.z + Get( m_FlexweightHeadTilt ); flLimit = ClampWithBias( m_ParameterHeadRoll, flTarget, angBias.z ); /* if ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) ) { Msg( "roll %5.1f : (%5.1f : %5.1f) %5.1f (%5.1f)\n", flLimit, m_goalHeadCorrection.z, Get( m_FlexweightHeadTilt ), angBias.z, Get( m_ParameterHeadRoll ) ); } */ Set( m_ParameterHeadRoll, flLimit ); } //------------------------------------------------------------------------------ // Purpose : Calculate the NPC's eye direction in 2D world space // Input : // Output : //------------------------------------------------------------------------------ Vector CAI_BaseActor::EyeDirection2D( void ) { Vector vEyeDirection = EyeDirection3D( ); vEyeDirection.z = 0; vEyeDirection.AsVector2D().NormalizeInPlace(); return vEyeDirection; } //------------------------------------------------------------------------------ // Purpose : Calculate the NPC's eye direction in 2D world space // Input : // Output : //------------------------------------------------------------------------------ Vector CAI_BaseActor::EyeDirection3D( void ) { UpdateLatchedValues( ); return m_latchedEyeDirection; } //------------------------------------------------------------------------------ // Purpose : Calculate the NPC's head direction in 2D world space // Input : // Output : //------------------------------------------------------------------------------ Vector CAI_BaseActor::HeadDirection2D( void ) { Vector vHeadDirection = HeadDirection3D(); vHeadDirection.z = 0; vHeadDirection.AsVector2D().NormalizeInPlace(); return vHeadDirection; } //------------------------------------------------------------------------------ // Purpose : Calculate the NPC's head direction in 3D world space // Input : // Output : //------------------------------------------------------------------------------ Vector CAI_BaseActor::HeadDirection3D( ) { UpdateLatchedValues( ); return m_latchedHeadDirection; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CAI_BaseActor::HasActiveLookTargets( void ) { return m_lookQueue.Count() != 0; } //----------------------------------------------------------------------------- // Purpose: Clear any active look targets for the specified entity //----------------------------------------------------------------------------- void CAI_BaseActor::ClearLookTarget( CBaseEntity *pTarget ) { int iIndex = m_lookQueue.Find( pTarget ); if ( iIndex != m_lookQueue.InvalidIndex() ) { m_lookQueue.Remove(iIndex); } iIndex = m_randomLookQueue.Find( pTarget ); if ( iIndex != m_randomLookQueue.InvalidIndex() ) { m_randomLookQueue.Remove(iIndex); // Figure out the new random look time m_flNextRandomLookTime = gpGlobals->curtime + 1.0; for (int i = 0; i < m_randomLookQueue.Count(); i++) { if ( m_randomLookQueue[i].m_flEndTime > m_flNextRandomLookTime ) { m_flNextRandomLookTime = m_randomLookQueue[i].m_flEndTime + 0.4; } } } } //----------------------------------------------------------------------------- // Purpose: Look at other NPCs and clients from time to time //----------------------------------------------------------------------------- float CAI_BaseActor::PickLookTarget( bool bExcludePlayers, float minTime, float maxTime ) { return PickLookTarget( m_randomLookQueue, bExcludePlayers, minTime, maxTime ); } float CAI_BaseActor::PickLookTarget( CAI_InterestTarget &queue, bool bExcludePlayers, float minTime, float maxTime ) { AILookTargetArgs_t args; args.vTarget = vec3_invalid; args.flDuration = random->RandomFloat( minTime, maxTime ); args.flInfluence = random->RandomFloat( 0.3, 0.5 ); args.flRamp = random->RandomFloat( 0.2, 0.4 ); args.bExcludePlayers = bExcludePlayers; args.pQueue = &queue; bool foundLookTarget = true; if ( !PickTacticalLookTarget( &args ) ) { if ( !PickRandomLookTarget( &args ) ) { foundLookTarget = false; } } if ( !foundLookTarget ) { // DevMsg("nothing to see\n" ); MakeRandomLookTarget( &args, minTime, maxTime ); } // See if derived NPCs want to do anything with this look target before I use it OnSelectedLookTarget( &args ); if ( args.hTarget != NULL ) { Assert( args.vTarget == vec3_invalid ); queue.Add( args.hTarget, args.flInfluence, args.flDuration, args.flRamp ); } else { Assert( args.vTarget != vec3_invalid ); queue.Add( args.vTarget, args.flInfluence, args.flDuration, args.flRamp ); } return args.flDuration; } bool CAI_BaseActor::PickTacticalLookTarget( AILookTargetArgs_t *pArgs ) { CBaseEntity *pEnemy = GetEnemy(); if (pEnemy != NULL) { if ( ( FVisible( pEnemy ) || random->RandomInt(0, 3) == 0 ) && ValidHeadTarget(pEnemy->EyePosition())) { // look at enemy closer pArgs->hTarget = pEnemy; pArgs->flInfluence = random->RandomFloat( 0.7, 1.0 ); pArgs->flRamp = 0; return true; } else { // look at something else for a shorter time pArgs->flDuration = random->RandomFloat( 0.5, 0.8 ); // move head faster pArgs->flRamp = 0.2; } } return false; } bool CAI_BaseActor::PickRandomLookTarget( AILookTargetArgs_t *pArgs ) { bool bIsNavigating = ( GetNavigator()->IsGoalActive() && GetNavigator()->IsGoalSet() ); if ( bIsNavigating && random->RandomInt(1, 10) <= 3 ) { Vector navLookPoint; Vector delta; if ( GetNavigator()->GetPointAlongPath( &navLookPoint, 12 * 12 ) && (delta = navLookPoint - GetAbsOrigin()).Length() > 8.0 * 12.0 ) { if ( random->RandomInt(1, 10) <= 5 ) { pArgs->vTarget = navLookPoint; pArgs->flDuration = random->RandomFloat( 0.2, 0.4 ); } else { pArgs->hTarget = this; pArgs->flDuration = random->RandomFloat( 1.0, 2.0 ); } pArgs->flRamp = 0.2; return true; } } if ( GetState() == NPC_STATE_COMBAT && random->RandomInt(1, 10) <= 8 ) { // if in combat, look forward 80% of the time? pArgs->hTarget = this; return true; } CBaseEntity *pBestEntity = NULL; CBaseEntity *pEntity = NULL; int iHighestImportance = 0; int iConsidered = 0; for ( CEntitySphereQuery sphere( GetAbsOrigin(), 30 * 12, 0 ); (pEntity = sphere.GetCurrentEntity()) != NULL; sphere.NextEntity() ) { if (pEntity == this) { continue; } if ( pArgs->bExcludePlayers && pEntity->GetFlags() & FL_CLIENT ) { // Don't look at any players. continue; } if (!pEntity->IsViewable()) { // Don't look at things without a model, or aren't tagged as interesting continue; } if ( pEntity->GetOwnerEntity() && !pEntity->GetOwnerEntity()->IsViewable() ) { // Don't look at things that are associated with non-viewable owners. // Specifically, this prevents NPC's looking at beams or sprites that // are part of a viewmodel. (sjb) continue; } // Don't look at any object that is ultimately parented to the player. // These objects will almost always be at the player's origin (feet), and it // looks bad when an actor looks at the player's feet. (sjb) CBaseEntity *pParent = pEntity->GetParent(); bool bObjectParentedToPlayer = false; while( pParent ) { if( pParent->IsPlayer() ) { bObjectParentedToPlayer = true; break; } pParent = pParent->GetParent(); } if( bObjectParentedToPlayer ) continue; // skip entities we're already looking at if ( pArgs->pQueue->Find( pEntity ) != pArgs->pQueue->InvalidIndex() ) continue; // keep track of number of interesting things iConsidered++; if ((pEntity->GetFlags() & FL_CLIENT) && (pEntity->IsMoving() || random->RandomInt( 0, 2) == 0)) { if (FVisible( pEntity ) && ValidHeadTarget(pEntity->EyePosition())) { pArgs->flDuration = random->RandomFloat( 1.0, 4.0 ); pBestEntity = pEntity; break; } } Vector delta = (pEntity->EyePosition() - EyePosition()); VectorNormalize( delta ); int iImportance; #if 0 // consider things in front to be more important than things to the sides iImportance = (DotProduct( delta, HeadDirection3D() ); #else // No, for now, give all targets random priority (as long as they're in front) iImportance = random->RandomInt( 1, 100 ); #endif // make other npcs, and moving npc's far more important if (pEntity->MyNPCPointer()) { iImportance *= 10; if (pEntity->IsMoving()) { iImportance *= 10; } } if ( iImportance > iHighestImportance ) { if (FVisible( pEntity ) && ValidHeadTarget(pEntity->EyePosition())) { iHighestImportance = iImportance; pBestEntity = pEntity; // NDebugOverlay::Line( EyePosition(), pEntity->EyePosition(), 0,0,255, false, 0.5); } } } // if there were too few things to look at, don't trust the item if (iConsidered < random->RandomInt( 0, 5)) { pBestEntity = NULL; } if (pBestEntity) { //Msg("looking at %s\n", pBestEntity->GetClassname() ); //NDebugOverlay::Line( EyePosition(), pBestEntity->WorldSpaceCenter(), 255, 0, 0, false, 5 ); pArgs->hTarget = pBestEntity; return true; } return false; } //----------------------------------------------------------------------------- // All attempts to find a target have failed, so just make something up. //----------------------------------------------------------------------------- void CAI_BaseActor::MakeRandomLookTarget( AILookTargetArgs_t *pArgs, float minTime, float maxTime ) { Vector forward, right, up; GetVectors( &forward, &right, &up ); // DevMsg("random view\n"); // For now, just look farther afield while driving in the vehicle. Without this we look around wildly! #ifdef HL2_EPISODIC if ( MyCombatCharacterPointer() && MyCombatCharacterPointer()->IsInAVehicle() ) { pArgs->vTarget = EyePosition() + forward * 2048 + right * random->RandomFloat(-650,650) + up * random->RandomFloat(-32,32); } else #endif // HL2_EPISODIC { pArgs->vTarget = EyePosition() + forward * 128 + right * random->RandomFloat(-32,32) + up * random->RandomFloat(-16,16); } pArgs->flDuration = random->RandomFloat( minTime, maxTime ); pArgs->flInfluence = 0.01; pArgs->flRamp = random->RandomFloat( 0.8, 2.8 ); } //----------------------------------------------------------------------------- // Purpose: Make sure we're looking at what we're shooting at //----------------------------------------------------------------------------- void CAI_BaseActor::StartTaskRangeAttack1( const Task_t *pTask ) { BaseClass::StartTaskRangeAttack1( pTask ); if (GetEnemy()) { AddLookTarget( GetEnemy(), 1.0, 0.5, 0.2 ); } } //----------------------------------------------------------------------------- // Purpose: Set direction that the NPC is looking //----------------------------------------------------------------------------- void CAI_BaseActor::AddLookTarget( CBaseEntity *pTarget, float flImportance, float flDuration, float flRamp ) { m_lookQueue.Add( pTarget, flImportance, flDuration, flRamp ); } void CAI_BaseActor::AddLookTarget( const Vector &vecPosition, float flImportance, float flDuration, float flRamp ) { m_lookQueue.Add( vecPosition, flImportance, flDuration, flRamp ); } //----------------------------------------------------------------------------- // Purpose: Maintain eye, head, body postures, etc. //----------------------------------------------------------------------------- void CAI_BaseActor::MaintainLookTargets( float flInterval ) { int i; if ( m_iszExpressionScene != NULL_STRING && m_hExpressionSceneEnt == NULL ) { InstancedScriptedScene( this, STRING(m_iszExpressionScene), &m_hExpressionSceneEnt, 0.0, true ); } // decay body/spine yaw m_goalSpineYaw = m_goalSpineYaw * 0.8; m_goalBodyYaw = m_goalBodyYaw * 0.8; m_goalHeadCorrection = m_goalHeadCorrection * 0.8; // ARRGGHHH, this needs to be moved!!!! SetAccumulatedYawAndUpdate( ); ProcessSceneEvents( ); MaintainTurnActivity( ); DoBodyLean( ); UpdateBodyControl( ); InvalidateBoneCache(); // cached versions of the current eye position Vector vEyePosition = EyePosition( ); // FIXME: make this client side and automatic // set gesture positions Set( m_ParameterGestureHeight, Get( m_FlexweightGestureUpDown ) ); Set( m_ParameterGestureWidth, Get( m_FlexweightGestureRightLeft ) ); // initialize goal head direction to be current direction - this frames animation layering/pose parameters - // but with the head controlls removed. Vector vHead = HeadDirection3D( ); float flHeadInfluence = 0.0; // NDebugOverlay::Line( vEyePosition, vEyePosition + vHead * 16, 0,0,255, false, 0.1); // clean up look targets m_lookQueue.Cleanup(); // clean up random look targets m_randomLookQueue.Cleanup(); // clean up synthetic look targets m_syntheticLookQueue.Cleanup(); // if there's real things to look at, turn off the random targets if (m_lookQueue.Count() != 0 || m_syntheticLookQueue.Count() != 0) { for (i = 0; i < m_randomLookQueue.Count(); i++) { if (gpGlobals->curtime < m_randomLookQueue[i].m_flEndTime - m_randomLookQueue[i].m_flRamp - 0.2) { m_randomLookQueue[i].m_flEndTime = gpGlobals->curtime + m_randomLookQueue[i].m_flRamp + 0.2; } } m_flNextRandomLookTime = gpGlobals->curtime + 1.0; } else if (gpGlobals->curtime >= m_flNextRandomLookTime && GetState() != NPC_STATE_SCRIPT) { // Look at whatever! m_flNextRandomLookTime = gpGlobals->curtime + PickLookTarget( m_randomLookQueue ) - 0.4; } // don't bother with any of the rest if the player can't see you if (!HasCondition( COND_IN_PVS )) { return; } // Time to finish the current random expression? Or time to pick a new one? if ( m_flNextRandomExpressionTime && gpGlobals->curtime > m_flNextRandomExpressionTime ) { // Random expressions need to be cleared, because they don't loop. So if we // pick the same one again, we want to restart it. ClearExpression(); PlayExpressionForState( GetState() ); } CUtlVector active; // clean up random look targets for (i = 0; i < m_randomLookQueue.Count(); i++) { active.AddToTail( &m_randomLookQueue[i] ); } for (i = 0; i < m_lookQueue.Count(); i++) { active.AddToTail( &m_lookQueue[i] ); } for (i = 0; i < m_syntheticLookQueue.Count(); i++) { active.AddToTail( &m_syntheticLookQueue[i] ); } // figure out ideal head yaw bool bValidHeadTarget = false; bool bExpectedHeadTarget = false; for (i = 0; i < active.Count();i++) { Vector dir; float flDist = 100.0f; bExpectedHeadTarget = true; float flInterest = active[i]->Interest( ); if (active[i]->IsThis( this )) { int iForward = LookupAttachment( "forward" ); if ( iForward > 0) { Vector tmp1; GetAttachment( iForward, tmp1, &dir, NULL, NULL ); } else { dir = HeadDirection3D(); } } else { dir = active[i]->GetPosition() - vEyePosition; flDist = VectorNormalize( dir ); flInterest = flInterest * HeadTargetValidity( active[i]->GetPosition() ); } /* if ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) ) { DevMsg( "head (%d) %.2f : %s : %.1f %.1f %.1f\n", i, flInterest, active[i]->m_hTarget->GetClassname(), active[i]->GetPosition().x, active[i]->GetPosition().y, active[i]->GetPosition().z ); } */ if (flInterest > 0.0) { if (flHeadInfluence == 0.0) { vHead = dir; flHeadInfluence = flInterest; } else { flHeadInfluence = flHeadInfluence * (1 - flInterest) + flInterest; float w = flInterest / flHeadInfluence; vHead = vHead * (1 - w) + dir * w; } bValidHeadTarget = true; // NDebugOverlay::Line( vEyePosition, vEyePosition + dir * 64, 0,255,0, false, 0.1); } else { // NDebugOverlay::Line( vEyePosition, active[i]->GetPosition(), 255,0,0, false, 0.1); } } Assert( flHeadInfluence <= 1.0 ); // turn head toward target if (bValidHeadTarget) { UpdateHeadControl( vEyePosition + vHead * 100, flHeadInfluence ); m_goalHeadDirection = vHead; m_goalHeadInfluence = flHeadInfluence; } else { // no target, decay all head control direction m_goalHeadDirection = m_goalHeadDirection * 0.8 + vHead * 0.2; m_goalHeadInfluence = MAX( m_goalHeadInfluence - 0.2, 0 ); VectorNormalize( m_goalHeadDirection ); UpdateHeadControl( vEyePosition + m_goalHeadDirection * 100, m_goalHeadInfluence ); // NDebugOverlay::Line( vEyePosition, vEyePosition + m_goalHeadDirection * 100, 255,0,0, false, 0.1); } // DevMsg( "%.1f %.1f ", GetPoseParameter( "head_pitch" ), GetPoseParameter( "head_roll" ) ); // figure out eye target // eyes need to look directly at a target, even if the head doesn't quite aim there yet. bool bFoundTarget = false; EHANDLE hTarget = NULL; for (i = active.Count() - 1; i >= 0; i--) { if (active[i]->IsThis( this )) { // DevMsg( "eyes (%d) %s\n", i, STRING( active[i]->m_hTarget->GetEntityName().ToCStr() ) ); bFoundTarget = true; hTarget = this; SetViewtarget( vEyePosition + HeadDirection3D() * 100 ); // NDebugOverlay::Line( vEyePosition, vEyePosition + HeadDirection3D() * 100, 255,0,0, false, 0.1); break; } else { // E3 Hack if (ValidEyeTarget(active[i]->GetPosition())) { // DevMsg( "eyes (%d) %s\n", i, STRING( pTarget->GetEntityName().ToCStr() ) ); bFoundTarget = true; hTarget = active[i]->m_hTarget; SetViewtarget( active[i]->GetPosition() ); break; } } } // FIXME: add blink when changing targets if (m_hLookTarget != hTarget) { m_flBlinktime -= 0.5; m_hLookTarget = hTarget; if ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) && ai_debug_looktargets.GetInt() == 2 && m_hLookTarget.Get() ) { if ( m_hLookTarget != this ) { Vector vecEyePos = m_hLookTarget->EyePosition(); NDebugOverlay::Box( vecEyePos, -Vector(5,5,5), Vector(5,5,5), 0, 255, 0, 255, 20 ); NDebugOverlay::Line( EyePosition(), vecEyePos, 0,255,0, true, 20 ); NDebugOverlay::Text( vecEyePos, UTIL_VarArgs( "%s (%s)", m_hLookTarget->GetClassname(), m_hLookTarget->GetDebugName() ), false, 20 ); } } OnNewLookTarget(); } // this should take into acount where it will try to be.... if (!bFoundTarget && !ValidEyeTarget( GetViewtarget() )) { Vector right, up; VectorVectors( HeadDirection3D(), right, up ); // DevMsg("random view\n"); SetViewtarget( EyePosition() + HeadDirection3D() * 128 + right * random->RandomFloat(-32,32) + up * random->RandomFloat(-16,16) ); } if ( m_hLookTarget != NULL ) { Vector absVel = m_hLookTarget->GetAbsVelocity(); CBaseEntity *ground = m_hLookTarget->GetGroundEntity(); if ( ground && ground->GetMoveType() == MOVETYPE_PUSH) { absVel = absVel + ground->GetAbsVelocity(); } #ifdef HL2_EPISODIC // Translate our position if riding in a vehicle if ( m_hLookTarget->MyCombatCharacterPointer() ) { CBaseCombatCharacter *pBCC = m_hLookTarget->MyCombatCharacterPointer(); CBaseEntity *pVehicle = pBCC->GetVehicleEntity(); if ( pVehicle ) { IPhysicsObject *pObj = pVehicle->VPhysicsGetObject(); if ( pObj ) { Vector vecVelocity; pObj->GetVelocity( &vecVelocity, NULL ); absVel += vecVelocity; } } } #endif //HL2_EPISODIC if ( !VectorCompare( absVel, vec3_origin ) ) { Vector viewTarget = GetViewtarget(); // Forward one think cycle viewTarget += absVel * flInterval; SetViewtarget( viewTarget ); } } // NDebugOverlay::Triangle( vEyePosition, GetViewtarget(), GetAbsOrigin(), 255, 255, 255, 10, false, 0.1 ); // DevMsg("pitch %.1f yaw %.1f\n", GetFlexWeight( "eyes_updown" ), GetFlexWeight( "eyes_rightleft" ) ); // blink if (m_flBlinktime < gpGlobals->curtime) { Blink(); m_flBlinktime = gpGlobals->curtime + random->RandomFloat( 1.5, 4.5 ); } if ( ai_debug_looktargets.GetInt() == 1 && (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) ) { NDebugOverlay::Box( GetViewtarget(), -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, 0, 20 ); NDebugOverlay::Line( EyePosition(),GetViewtarget(), 0,255,0, false, .1 ); } } //----------------------------------------------------------------------------- void CAI_BaseActor::PlayExpressionForState( NPC_STATE state ) { // If we have an override expression, use it above everything else if ( m_iszExpressionOverride != NULL_STRING && state != NPC_STATE_DEAD ) { SetExpression( STRING(m_iszExpressionOverride) ); return; } // If we have a random expression, use that const char *pszExpression = SelectRandomExpressionForState( state ); if ( pszExpression && *pszExpression ) { float flDuration = SetExpression( pszExpression ); m_flNextRandomExpressionTime = gpGlobals->curtime + flDuration; return; } else { // Stop looking for random expressions for this state m_flNextRandomExpressionTime = 0; } // Lastly, use the base expression loops switch ( state ) { case NPC_STATE_IDLE: if ( m_iszIdleExpression != NULL_STRING ) { SetExpression( STRING(m_iszIdleExpression) ); } break; case NPC_STATE_COMBAT: if ( m_iszCombatExpression != NULL_STRING ) { SetExpression( STRING(m_iszCombatExpression) ); } break; case NPC_STATE_ALERT: if ( m_iszAlertExpression != NULL_STRING ) { SetExpression( STRING(m_iszAlertExpression) ); } break; case NPC_STATE_PLAYDEAD: case NPC_STATE_DEAD: if ( m_iszDeathExpression != NULL_STRING ) { SetExpression( STRING(m_iszDeathExpression) ); } break; } } //----------------------------------------------------------------------------- // Purpose: Return a random expression for the specified state to play over // the state's expression loop. //----------------------------------------------------------------------------- const char *CAI_BaseActor::SelectRandomExpressionForState( NPC_STATE state ) { return NULL; } //----------------------------------------------------------------------------- void CAI_BaseActor::OnStateChange( NPC_STATE OldState, NPC_STATE NewState ) { PlayExpressionForState( NewState ); #ifdef HL2_EPISODIC // If we've just switched states, ensure we stop any scenes that asked to be stopped if ( OldState == NPC_STATE_IDLE ) { RemoveActorFromScriptedScenes( this, true, true ); } #endif BaseClass::OnStateChange( OldState, NewState ); } //----------------------------------------------------------------------------- float CAI_BaseActor::SetExpression( const char *pszExpressionScene ) { if ( !pszExpressionScene || !*pszExpressionScene ) { ClearExpression(); return 0; } if ( m_iszExpressionScene != NULL_STRING && stricmp( STRING(m_iszExpressionScene), pszExpressionScene ) == 0 ) { return 0; } if ( m_hExpressionSceneEnt != NULL ) { StopScriptedScene( this, m_hExpressionSceneEnt ); } if ( ai_debug_expressions.GetInt() ) { Msg("%s (%s) set expression to: %s\n", GetClassname(), GetDebugName(), pszExpressionScene ); } m_iszExpressionScene = NULL_STRING; if ( pszExpressionScene ) { float flDuration = InstancedScriptedScene( this, pszExpressionScene, &m_hExpressionSceneEnt, 0.0, true ); if ( m_hExpressionSceneEnt != NULL ) { m_iszExpressionScene = AllocPooledString( pszExpressionScene ); } return flDuration; } return 0; } //----------------------------------------------------------------------------- void CAI_BaseActor::ClearExpression() { if ( m_hExpressionSceneEnt != NULL ) { StopScriptedScene( this, m_hExpressionSceneEnt ); } m_iszExpressionScene = NULL_STRING; } //----------------------------------------------------------------------------- const char *CAI_BaseActor::GetExpression() { return STRING(m_iszExpressionScene); } //----------------------------------------------------------------------------- void CAI_BaseActor::InputSetExpressionOverride( inputdata_t &inputdata ) { bool fHadOverride = ( m_iszExpressionOverride != NULL_STRING ); m_iszExpressionOverride = inputdata.value.StringID(); if ( m_iszExpressionOverride != NULL_STRING ) { SetExpression( STRING(m_iszExpressionOverride) ); } else if ( fHadOverride ) { PlayExpressionForState( GetState() ); } } //----------------------------------------------------------------------------- bool CAI_BaseActor::UseSemaphore( void ) { if ( m_bDontUseSemaphore ) return false; return true; } //----------------------------------------------------------------------------- CAI_Expresser *CAI_BaseActor::CreateExpresser() { m_pExpresser = new CAI_Expresser(this); return m_pExpresser; } //----------------------------------------------------------------------------- CAI_Expresser *CAI_BaseActor::GetExpresser() { return m_pExpresser; } //----------------------------------------------------------------------------- bool CAI_BaseActor::CreateComponents() { if ( !BaseClass::CreateComponents() ) return false; m_pExpresser = CreateExpresser(); if ( !m_pExpresser) return false; m_pExpresser->Connect(this); return true; } //-----------------------------------------------------------------------------