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197 lines
5.6 KiB
197 lines
5.6 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: NPC that drives vehicles |
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// |
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//=============================================================================// |
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#ifndef NPC_VEHICLEDRIVER_H |
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#define NPC_VEHICLEDRIVER_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "ai_basenpc.h" |
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class CPropVehicleDriveable; |
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//------------------------------------ |
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// Spawnflags |
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//------------------------------------ |
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#define SF_VEHICLEDRIVER_INACTIVE (1 << 16) |
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//========================================================= |
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// Custom schedules |
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//========================================================= |
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enum |
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{ |
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SCHED_VEHICLEDRIVER_INACTIVE = LAST_SHARED_SCHEDULE, |
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SCHED_VEHICLEDRIVER_COMBAT_WAIT, |
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SCHED_VEHICLEDRIVER_DRIVE_PATH, |
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LAST_VEHICLEDRIVER_SCHED, |
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}; |
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//========================================================= |
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// Custom tasks |
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//========================================================= |
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enum |
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{ |
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TASK_VEHICLEDRIVER_GET_PATH = LAST_SHARED_TASK, |
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LAST_VEHICLEDRIVER_TASK, |
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}; |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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class CVehicleWaypoint |
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{ |
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public: |
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CVehicleWaypoint( Vector &pPrevPoint, Vector &pCurPoint, Vector &pNextPoint, Vector &pNextNextPoint ) |
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{ |
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splinePoints[0] = pPrevPoint; |
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splinePoints[1] = pCurPoint; |
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splinePoints[2] = pNextPoint; |
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splinePoints[3] = pNextNextPoint; |
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RecalculateSpline(); |
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} |
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void RecalculateSpline( void ) |
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{ |
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planeWaypoint.normal = (splinePoints[2] - splinePoints[1]); |
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VectorNormalize( planeWaypoint.normal ); |
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planeWaypoint.type = PLANE_ANYZ; |
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planeWaypoint.dist = DotProduct( planeWaypoint.normal, splinePoints[2] ); |
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planeWaypoint.signbits = SignbitsForPlane(&planeWaypoint); |
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// TODO: Use the vehicle's absbox |
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iInitialPlaneSide = BoxOnPlaneSide( -Vector(32,32,32), Vector(32,32,32), &planeWaypoint ); |
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// Hackily calculate a length for the spline. Subdivide & measure. |
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flSplineLength = 0; |
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Vector vecPrev = splinePoints[1]; |
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const int iDivs = 10; |
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for ( int i = 1; i <= iDivs; i++ ) |
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{ |
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Vector vecCurr; |
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float flT = (float)i / (float)iDivs; |
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Catmull_Rom_Spline( splinePoints[0], splinePoints[1], splinePoints[2], splinePoints[3], flT, vecCurr ); |
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flSplineLength += (vecCurr - vecPrev).Length(); |
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vecPrev = vecCurr; |
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} |
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} |
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Vector GetPointAt( float flT ) |
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{ |
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Vector vecCurr(0,0,0); |
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Catmull_Rom_Spline( splinePoints[0], splinePoints[1], splinePoints[2], splinePoints[3], flT, vecCurr ); |
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return vecCurr; |
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} |
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Vector GetTangentAt( float flT ) |
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{ |
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Vector vecCurr(0,0,0); |
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Catmull_Rom_Spline_Tangent( splinePoints[0], splinePoints[1], splinePoints[2], splinePoints[3], flT, vecCurr ); |
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return vecCurr; |
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} |
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float GetLength( void ) |
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{ |
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return flSplineLength; |
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} |
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public: |
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int iInitialPlaneSide; |
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float flSplineLength; |
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Vector splinePoints[4]; |
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cplane_t planeWaypoint; |
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}; |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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class CNPC_VehicleDriver : public CAI_BaseNPC |
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{ |
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DECLARE_CLASS( CNPC_VehicleDriver, CAI_BaseNPC ); |
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public: |
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DECLARE_DATADESC(); |
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DEFINE_CUSTOM_AI; |
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CNPC_VehicleDriver( void ); |
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~CNPC_VehicleDriver( void ); |
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virtual void Spawn( void ); |
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virtual void Precache( void ); |
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virtual void Activate( void ); |
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virtual void OnRestore(); |
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virtual void UpdateOnRemove( void ); |
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// AI |
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void UpdateEfficiency( bool bInPVS ) { SetEfficiency( ( GetSleepState() != AISS_AWAKE ) ? AIE_DORMANT : AIE_NORMAL ); SetMoveEfficiency( AIME_NORMAL ); } |
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virtual void PrescheduleThink( void ); |
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virtual int TranslateSchedule( int scheduleType ); |
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virtual int SelectSchedule( void ); |
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virtual void StartTask( const Task_t *pTask ); |
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virtual void RunTask( const Task_t *pTask ); |
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virtual void GatherEnemyConditions( CBaseEntity *pEnemy ); |
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virtual int RangeAttack1Conditions( float flDot, float flDist ); |
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virtual int RangeAttack2Conditions( float flDot, float flDist ); |
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// Driving |
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virtual void DriveVehicle( void ); |
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virtual bool OverrideMove( float flInterval ); |
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bool OverridePathMove( float flInterval ); |
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void CalculatePostPoints( void ); |
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bool WaypointReached( void ); |
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float GetDefaultNavGoalTolerance(); |
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void RecalculateSpeeds( void ); |
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void ClearWaypoints( void ); |
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void CheckForTeleport( void ); |
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int BloodColor( void ) { return DONT_BLEED; } |
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#ifdef HL2_DLL |
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Class_T Classify( void ) { return CLASS_METROPOLICE; } |
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#else |
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Class_T Classify( void ) { return CLASS_NONE; } |
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#endif |
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Disposition_t IRelationType( CBaseEntity *pTarget ); |
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// Inputs |
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void InputSetDriversMaxSpeed( inputdata_t &inputdata ); |
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void InputSetDriversMinSpeed( inputdata_t &inputdata ); |
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void InputStartForward( inputdata_t &inputdata ); |
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void InputStop( inputdata_t &inputdata ); |
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void InputStartFiring( inputdata_t &inputdata ); |
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void InputStopFiring( inputdata_t &inputdata ); |
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void InputGotoPathCorner( inputdata_t &inputdata ); |
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public: |
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string_t m_iszVehicleName; |
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IServerVehicle *m_pVehicleInterface; |
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EHANDLE m_hVehicleEntity; |
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// Path driving |
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CVehicleWaypoint *m_Waypoints[2]; |
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CVehicleWaypoint *m_pCurrentWaypoint; |
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CVehicleWaypoint *m_pNextWaypoint; |
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Vector m_vecDesiredVelocity; |
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Vector m_vecDesiredPosition; |
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Vector m_vecPrevPoint; |
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Vector m_vecPrevPrevPoint; |
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Vector m_vecPostPoint; |
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Vector m_vecPostPostPoint; |
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float m_flDistanceAlongSpline; |
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float m_flDriversMaxSpeed; |
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float m_flDriversMinSpeed; |
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// Speed |
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float m_flMaxSpeed; // Maximum speed this driver will go |
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float m_flGoalSpeed; // Desired speed |
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float m_flInitialSpeed; |
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float m_flSteering; |
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}; |
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#endif // NPC_VEHICLEDRIVER_H
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