//========= Copyright Valve Corporation, All rights reserved. ============// #include "cbase.h" #include "NextBot.h" //#include "bot_npc.h" #include "bot_npc_body.h" //------------------------------------------------------------------------------------------- CBotNPCBody::CBotNPCBody( INextBot *bot ) : IBody( bot ) { m_moveXPoseParameter = -1; m_moveYPoseParameter = -1; m_currentActivity = -1; m_desiredAimAngles = vec3_angle; } //------------------------------------------------------------------------------------------- bool CBotNPCBody::StartActivity( Activity act, unsigned int flags ) { NextBotCombatCharacter *me = (NextBotCombatCharacter *)GetBot()->GetEntity(); int animSequence = ::SelectWeightedSequence( me->GetModelPtr(), act, me->GetSequence() ); if ( animSequence ) { m_currentActivity = act; me->SetSequence( animSequence ); me->SetPlaybackRate( 1.0f ); me->SetCycle( 0 ); me->ResetSequenceInfo(); return true; } return false; } //------------------------------------------------------------------------------------------- void CBotNPCBody::Update( void ) { NextBotCombatCharacter *me = (NextBotCombatCharacter *)GetBot()->GetEntity(); if ( m_moveXPoseParameter < 0 ) { m_moveXPoseParameter = me->LookupPoseParameter( "move_x" ); } if ( m_moveYPoseParameter < 0 ) { m_moveYPoseParameter = me->LookupPoseParameter( "move_y" ); } // Update the pose parameters float speed = me->GetLocomotionInterface()->GetGroundSpeed(); // me->GetAbsVelocity().Length(); if ( speed < 0.01f ) { // stopped if ( m_moveXPoseParameter >= 0 ) { me->SetPoseParameter( m_moveXPoseParameter, 0.0f ); } if ( m_moveYPoseParameter >= 0 ) { me->SetPoseParameter( m_moveYPoseParameter, 0.0f ); } } else { Vector forward, right, up; me->GetVectors( &forward, &right, &up ); const Vector &motionVector = me->GetLocomotionInterface()->GetGroundMotionVector(); // move_x == 1.0 at full forward motion and -1.0 in full reverse if ( m_moveXPoseParameter >= 0 ) { float forwardVel = DotProduct( motionVector, forward ); me->SetPoseParameter( m_moveXPoseParameter, forwardVel ); } if ( m_moveYPoseParameter >= 0 ) { float sideVel = DotProduct( motionVector, right ); me->SetPoseParameter( m_moveYPoseParameter, sideVel ); } } // adjust animation speed to actual movement speed if ( me->m_flGroundSpeed > 0.0f ) { // Clamp playback rate to avoid datatable warnings. Anything faster would look silly, anyway. float playbackRate = clamp( speed / me->m_flGroundSpeed, -4.f, 12.f ); me->SetPlaybackRate( playbackRate ); } // move the animation ahead in time me->StudioFrameAdvance(); me->DispatchAnimEvents( me ); // update aim angles QAngle currentAngles = me->GetAbsAngles(); QAngle angles; const float approachRate = GetMaxHeadAngularVelocity(); // 3000.0f; angles.y = ApproachAngle( m_desiredAimAngles.y, currentAngles.y, approachRate * TICK_INTERVAL ); angles.x = ApproachAngle( m_desiredAimAngles.x, currentAngles.x, 0.5f * approachRate * TICK_INTERVAL ); angles.z = 0.0f; angles.x = AngleNormalize( angles.x ); angles.y = AngleNormalize( angles.y ); me->SetAbsAngles( angles ); } //--------------------------------------------------------------------------------------------- // return the bot's collision mask (hack until we get a general hull trace abstraction here or in the locomotion interface) unsigned int CBotNPCBody::GetSolidMask( void ) const { return MASK_NPCSOLID | CONTENTS_PLAYERCLIP; } //--------------------------------------------------------------------------------------------- void CBotNPCBody::AimHeadTowards( const Vector &lookAtPos, LookAtPriorityType priority, float duration, INextBotReply *replyWhenAimed, const char *reason ) { CBaseCombatCharacter *me = GetBot()->GetEntity(); Vector toTarget = lookAtPos - me->WorldSpaceCenter(); VectorAngles( toTarget, m_desiredAimAngles ); } //--------------------------------------------------------------------------------------------- void CBotNPCBody::AimHeadTowards( CBaseEntity *subject, LookAtPriorityType priority, float duration, INextBotReply *replyWhenAimed, const char *reason ) { if ( !subject ) return; CBaseCombatCharacter *me = GetBot()->GetEntity(); Vector toTarget = subject->WorldSpaceCenter() - me->WorldSpaceCenter(); QAngle angles; VectorAngles( toTarget, m_desiredAimAngles ); }