Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Behavior for NPCs riding in cars (with boys)
//
//=============================================================================
#include "cbase.h"
#include "ai_playerally.h"
#include "ai_motor.h"
#include "bone_setup.h"
#include "vehicle_base.h"
#include "entityblocker.h"
#include "ai_behavior_passenger.h"
#include "ai_pathfinder.h"
#include "ai_network.h"
#include "ai_node.h"
#include "ai_moveprobe.h"
#include "env_debughistory.h"
// Custom activities
int ACT_PASSENGER_IDLE;
int ACT_PASSENGER_RANGE_ATTACK1;
ConVar passenger_debug_transition( "passenger_debug_transition", "0" );
ConVar passenger_impact_response_threshold( "passenger_impact_response_threshold", "-350.0" );
#define ORIGIN_KEYNAME "origin"
#define ANGLES_KEYNAME "angles"
BEGIN_DATADESC( CAI_PassengerBehavior )
DEFINE_EMBEDDED( m_vehicleState ),
DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ),
DEFINE_FIELD( m_PassengerIntent, FIELD_INTEGER ),
DEFINE_FIELD( m_PassengerState, FIELD_INTEGER ),
DEFINE_FIELD( m_hVehicle, FIELD_EHANDLE ),
DEFINE_FIELD( m_hBlocker, FIELD_EHANDLE ),
DEFINE_FIELD( m_vecTargetPosition, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_vecTargetAngles, FIELD_VECTOR ),
DEFINE_FIELD( m_flOriginStartFrame, FIELD_FLOAT ),
DEFINE_FIELD( m_flOriginEndFrame, FIELD_FLOAT ),
DEFINE_FIELD( m_flAnglesStartFrame, FIELD_FLOAT ),
DEFINE_FIELD( m_flAnglesEndFrame, FIELD_FLOAT ),
DEFINE_FIELD( m_nTransitionSequence,FIELD_INTEGER ),
END_DATADESC();
BEGIN_SIMPLE_DATADESC( passengerVehicleState_t )
DEFINE_FIELD( m_bWasBoosting, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bWasOverturned, FIELD_BOOLEAN ),
DEFINE_FIELD( m_vecLastLocalVelocity, FIELD_VECTOR ),
DEFINE_FIELD( m_vecDeltaVelocity, FIELD_VECTOR ),
DEFINE_FIELD( m_vecLastAngles, FIELD_VECTOR ),
DEFINE_FIELD( m_flNextWarningTime, FIELD_TIME ),
DEFINE_FIELD( m_flLastSpeedSqr, FIELD_FLOAT ),
DEFINE_FIELD( m_bPlayerInVehicle, FIELD_BOOLEAN ),
END_DATADESC();
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CAI_PassengerBehavior::CAI_PassengerBehavior( void ) :
m_bEnabled( false ),
m_hVehicle( NULL ),
m_PassengerState( PASSENGER_STATE_OUTSIDE ),
m_PassengerIntent( PASSENGER_INTENT_NONE ),
m_nTransitionSequence( -1 )
{
}
//-----------------------------------------------------------------------------
// Purpose: Enables the behavior to run
//-----------------------------------------------------------------------------
void CAI_PassengerBehavior::Enable( CPropJeepEpisodic *pVehicle, bool bImmediateEnter /*= false*/ )
{
if ( m_bEnabled && m_hVehicle.Get() )
return;
m_bEnabled = true;
m_hVehicle = pVehicle;
SetPassengerState( PASSENGER_STATE_OUTSIDE );
// Init our starting information about the vehicle
InitVehicleState();
}
void CAI_PassengerBehavior::OnRestore()
{
if ( m_bEnabled && !m_hVehicle.Get() )
{
Disable();
}
BaseClass::OnRestore();
}
//-----------------------------------------------------------------------------
// Purpose: Stops the behavior from being run
//-----------------------------------------------------------------------------
void CAI_PassengerBehavior::Disable( void )
{
m_bEnabled = false;
m_hVehicle = NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Starts the process of entering a vehicle
//-----------------------------------------------------------------------------
void CAI_PassengerBehavior::EnterVehicle( void )
{
// If we're already in the vehicle, simply cancel out our intents
if ( GetPassengerState() == PASSENGER_STATE_INSIDE || GetPassengerState() == PASSENGER_STATE_ENTERING )
{
// Clear out an exit
if ( m_PassengerIntent == PASSENGER_INTENT_EXIT )
{
m_PassengerIntent = PASSENGER_INTENT_NONE;
ClearCondition( COND_PASSENGER_ENTERING );
ClearCondition( COND_PASSENGER_EXITING );
}
return;
}
// Update our internal state
m_PassengerIntent = PASSENGER_INTENT_ENTER;
// Otherwise set this condition and go!
SetCondition( COND_PASSENGER_ENTERING );
}
//-----------------------------------------------------------------------------
// Purpose: Starts the process of exiting a vehicle
//-----------------------------------------------------------------------------
void CAI_PassengerBehavior::ExitVehicle( void )
{
// Must be in the seat
if ( GetPassengerState() == PASSENGER_STATE_OUTSIDE || GetPassengerState() == PASSENGER_STATE_EXITING )
{
// Clear out an entrance
if ( m_PassengerIntent == PASSENGER_INTENT_ENTER )
{
m_PassengerIntent = PASSENGER_INTENT_NONE;
SetCondition( COND_PASSENGER_CANCEL_ENTER );
ClearCondition( COND_PASSENGER_ENTERING );
ClearCondition( COND_PASSENGER_EXITING );
}
return;
}
// Update our internal state
m_PassengerIntent = PASSENGER_INTENT_EXIT;
//
// Everything below this point will still attempt to exit the vehicle, once able
//
// Must have a valid vehicle
if ( m_hVehicle == NULL )
return;
// Cannot exit while we're upside down
if ( m_hVehicle->IsOverturned() )
return;
// Interrupt what we're doing
SetCondition( COND_PASSENGER_EXITING );
}
//-----------------------------------------------------------------------------
// Purpose: FIXME - This should move into something a bit more flexible
//-----------------------------------------------------------------------------
void CAI_PassengerBehavior::AddPhysicsPush( float force )
{
/*
// Kick the vehicle so the player knows we've arrived
Vector impulse = m_hVehicle->GetAbsOrigin() - GetOuter()->GetAbsOrigin();
VectorNormalize( impulse );
impulse.z = -0.75;
VectorNormalize( impulse );
Vector vecForce = impulse * force;
m_hVehicle->VPhysicsGetObject()->ApplyForceOffset( vecForce, GetOuter()->GetAbsOrigin() );
*/
Vector vecDir;
IPhysicsObject *pObject = GetOuter()->VPhysicsGetObject();
Vector vecVelocity;
pObject->GetVelocity( &vecVelocity, NULL );
GetOuter()->GetVectors( NULL, NULL, &vecDir );
vecDir.Negate();
Vector vecForce = vecDir * force;
m_hVehicle->VPhysicsGetObject()->ApplyForceOffset( vecForce, GetOuter()->GetAbsOrigin() );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_PassengerBehavior::IsPassengerHostile( void )
{
CBaseEntity *pPlayer = AI_GetSinglePlayer();
// If the player hates or fears the passenger, they're hostile
if ( GetOuter()->IRelationType( pPlayer ) == D_HT || GetOuter()->IRelationType( pPlayer ) == D_FR )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_PassengerBehavior::InitVehicleState( void )
{
// Set the player's state
CBasePlayer *pPlayer = AI_GetSinglePlayer();
m_vehicleState.m_bPlayerInVehicle = ( pPlayer && pPlayer->IsInAVehicle() && pPlayer->GetServerVehicle() == m_hVehicle->GetServerVehicle() );
// Update our vehicle state so we don't confuse our previous velocity on the first frame!
m_vehicleState.m_bWasBoosting = false;
m_vehicleState.m_bWasOverturned = false;
m_vehicleState.m_flNextWarningTime = 0.0f;
m_vehicleState.m_vecDeltaVelocity = vec3_origin;
m_vehicleState.m_flNextWarningTime = gpGlobals->curtime;
m_vehicleState.m_vecLastAngles = m_hVehicle->GetAbsAngles();
Vector localVelocity;
GetLocalVehicleVelocity( &m_vehicleState.m_vecLastLocalVelocity );
m_vehicleState.m_flLastSpeedSqr = localVelocity.LengthSqr();
}
//-----------------------------------------------------------------------------
// Purpose: Puts the NPC in hierarchy with the vehicle and makes them intangible
//-----------------------------------------------------------------------------
void CAI_PassengerBehavior::FinishEnterVehicle( void )
{
if ( m_hVehicle == NULL )
return;
// Get the ultimate position we want to be in
Vector vecFinalPos;
QAngle vecFinalAngles;
GetEntryTarget( &vecFinalPos, &vecFinalAngles );
// Make sure we're exactly where we need to be
GetOuter()->SetLocalOrigin( vecFinalPos );
GetOuter()->SetLocalAngles( vecFinalAngles );
GetOuter()->SetMoveType( MOVETYPE_NONE );
GetOuter()->GetMotor()->SetYawLocked( true );
// We're now riding inside the vehicle
SetPassengerState( PASSENGER_STATE_INSIDE );
// If we've not been told to leave immediately, we're done
if ( m_PassengerIntent == PASSENGER_INTENT_ENTER )
{
m_PassengerIntent = PASSENGER_INTENT_NONE;
}
// Tell the vehicle we've succeeded
m_hVehicle->NPC_FinishedEnterVehicle( GetOuter(), (IsPassengerHostile()==false) );
}
//-----------------------------------------------------------------------------
// Purpose: Removes the NPC from the car
//-----------------------------------------------------------------------------
void CAI_PassengerBehavior::FinishExitVehicle( void )
{
if ( m_hVehicle == NULL )
return;
// Destroy the blocker
if ( m_hBlocker != NULL )
{
UTIL_Remove( m_hBlocker );
m_hBlocker = NULL;
}
// To do this, we need to be very sure we're in a good spot
GetOuter()->SetCondition( COND_PROVOKED );
GetOuter()->SetMoveType( MOVETYPE_STEP );
GetOuter()->RemoveFlag( FL_FLY );
GetOuter()->GetMotor()->SetYawLocked( false );
// Re-enable the physical collisions for this NPC
IPhysicsObject *pPhysObj = GetOuter()->VPhysicsGetObject();
if ( pPhysObj != NULL )
{
pPhysObj->EnableCollisions( true );
}
m_hVehicle->NPC_RemovePassenger( GetOuter() );
m_hVehicle->NPC_FinishedExitVehicle( GetOuter(), (IsPassengerHostile()==false) );
SetPassengerState( PASSENGER_STATE_OUTSIDE );
// Stop our custom move sequence
GetOuter()->m_iszSceneCustomMoveSeq = NULL_STRING;
// If we've not been told to enter immediately, we're done
if ( m_PassengerIntent == PASSENGER_INTENT_EXIT )
{
m_PassengerIntent = PASSENGER_INTENT_NONE;
Disable();
}
}
//-----------------------------------------------------------------------------
// Purpose: Build our custom interrupt cases for the behavior
//-----------------------------------------------------------------------------
void CAI_PassengerBehavior::BuildScheduleTestBits( void )
{
// Always interrupt when we need to get in or out
if ( GetPassengerState() == PASSENGER_STATE_OUTSIDE || GetPassengerState() == PASSENGER_STATE_INSIDE )
{
GetOuter()->SetCustomInterruptCondition( GetClassScheduleIdSpace()->ConditionLocalToGlobal( COND_PASSENGER_ENTERING ) );
GetOuter()->SetCustomInterruptCondition( GetClassScheduleIdSpace()->ConditionLocalToGlobal( COND_PASSENGER_EXITING ) );
GetOuter()->SetCustomInterruptCondition( GetClassScheduleIdSpace()->ConditionLocalToGlobal( COND_PASSENGER_CANCEL_ENTER ) );
}
BaseClass::BuildScheduleTestBits();
}
//-----------------------------------------------------------------------------
// Purpose: Dictates whether or not the behavior is active and working
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_PassengerBehavior::CanSelectSchedule( void )
{
return m_bEnabled;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_PassengerBehavior::CanExitVehicle( void )
{
// Vehicle must not be overturned
if ( m_hVehicle->IsOverturned() )
return false;
// Vehicle must be at rest
Vector vecVelocity;
m_hVehicle->GetVelocity( &vecVelocity, NULL );
if ( vecVelocity.LengthSqr() > Square( 8.0f ) )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Handles passengers deciding to enter or exit the vehicle
// Output : int
//-----------------------------------------------------------------------------
int CAI_PassengerBehavior::SelectTransitionSchedule( void )
{
// Handle our various states
if ( GetPassengerState() == PASSENGER_STATE_INSIDE )
{
// Exiting schedule
if ( HasCondition( COND_PASSENGER_EXITING ) || m_PassengerIntent == PASSENGER_INTENT_EXIT )
{
if ( CanExitVehicle( ) )
{
ClearCondition( COND_PASSENGER_EXITING );
return SCHED_PASSENGER_EXIT_VEHICLE;
}
}
}
else if ( GetPassengerState() == PASSENGER_STATE_ENTERING || GetPassengerState() == PASSENGER_STATE_EXITING )
{
// The following code attempts to fix up a passenger being interrupted mid-transition
Warning( "SelectSchedule() called on transitioning passenger!\n" );
ADD_DEBUG_HISTORY( HISTORY_AI_DECISIONS, UTIL_VarArgs( "%s(%d): SelectSchedule() called on transitioning passenger!\n", GetOuter()->GetDebugName(), GetOuter()->entindex() ) );
Assert( 0 );
// Correct this issue immediately
if ( GetPassengerState() == PASSENGER_STATE_EXITING )
{
// Force them out of the vehicle to where they want to be
// The teleport function is overridden for passengers, meaning that they will clean up properly when called to do so
GetOuter()->Teleport( &m_vecTargetPosition, &m_vecTargetAngles, NULL );
}
else if ( GetPassengerState() == PASSENGER_STATE_ENTERING )
{
// Force them into the proper position
GetOuter()->SetLocalOrigin( m_vecTargetPosition );
GetOuter()->SetLocalAngles( m_vecTargetAngles );
FinishEnterVehicle();
}
// Stop playing our animation
SetActivity( ACT_RESET );
}
return SCHED_NONE;
}
//-----------------------------------------------------------------------------
// Purpose: Overrides the schedule selection
// Output : int - Schedule to play
//-----------------------------------------------------------------------------
int CAI_PassengerBehavior::SelectSchedule( void )
{
// Protect from this rare occurrence happening
if ( m_hVehicle == NULL )
{
Assert( m_hVehicle != NULL );
Warning( "Entity %s running passenger behavior without a valid vehicle!\n", GetName() );
Disable();
return BaseClass::SelectSchedule();
}
// See if we're transitioning in / out of the vehicle
int nSchedule = SelectTransitionSchedule();
if ( nSchedule != SCHED_NONE )
return nSchedule;
return SCHED_PASSENGER_IDLE;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CAI_PassengerBehavior::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode )
{
switch( failedTask )
{
// For now, just sit back down
case TASK_PASSENGER_DETACH_FROM_VEHICLE:
return SCHED_PASSENGER_IDLE;
break;
}
return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode );
}
//-----------------------------------------------------------------------------
// Purpose: Finds a ground position at a given location with some delta up and down to check
// Input : &in - position to check at
// delta - amount of distance up and down to check
// *out - ground position
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_PassengerBehavior::FindGroundAtPosition( const Vector &in, float flUpDelta, float flDownDelta, Vector *out )
{
Vector startPos = in + Vector( 0, 0, flUpDelta ); // Look up by delta
Vector endPos = in - Vector( 0, 0, flDownDelta ); // Look down by delta
Vector hullMin = GetOuter()->GetHullMins();
Vector hullMax = GetOuter()->GetHullMaxs();
// Ignore ourself and the vehicle we're referencing
CTraceFilterVehicleTransition ignoreFilter( m_hVehicle, GetOuter(), COLLISION_GROUP_NONE );
trace_t tr;
UTIL_TraceHull( startPos, endPos, hullMin, hullMax, MASK_NPCSOLID, &ignoreFilter, &tr );
// Must not have ended up in solid space
if ( tr.allsolid )
{
// Debug
if ( passenger_debug_transition.GetBool() )
{
NDebugOverlay::SweptBox( tr.startpos, tr.endpos, hullMin, hullMax, vec3_angle, 255, 255, 0, 255, 1.0f );
}
return false;
}
// Must have ended up with feet on the ground
if ( tr.DidHitWorld() || ( tr.m_pEnt && tr.m_pEnt->IsStandable() ) )
{
// Debug
if ( passenger_debug_transition.GetBool() )
{
NDebugOverlay::SweptBox( tr.startpos, tr.endpos, hullMin, hullMax, vec3_angle, 0, 255, 0, 255, 1.0f );
}
*out = tr.endpos;
return true;
}
// Ended up in the air
if ( passenger_debug_transition.GetBool() )
{
NDebugOverlay::SweptBox( tr.startpos, tr.endpos, hullMin, hullMax, vec3_angle, 255, 0, 0, 255, 1.0f );
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Attempt to verify that a test position is on the node graph
//-----------------------------------------------------------------------------
bool CAI_PassengerBehavior::PointIsNavigable( const Vector &vecTargetPos )
{
// Attempt to local move between this point and the nearest node, ignoring anything but world architecture
AIMoveTrace_t moveTrace;
int iNearestNode = GetOuter()->GetPathfinder()->NearestNodeToPoint( vecTargetPos );
if ( iNearestNode != NO_NODE )
{
// Try a movement trace between the test position and the node
GetOuter()->GetMoveProbe()->MoveLimit( NAV_GROUND,
g_pBigAINet->GetNodePosition(GetOuter()->GetHullType(), iNearestNode ),
vecTargetPos,
MASK_SOLID_BRUSHONLY,
NULL,
0,
&moveTrace );
// See if we got close enough to call it arrived
if ( ( moveTrace.vEndPosition - vecTargetPos ).LengthSqr() < Square( GetHullWidth() ) &&
GetOuter()->GetMoveProbe()->CheckStandPosition( moveTrace.vEndPosition, MASK_SOLID_BRUSHONLY ) )
{
// NDebugOverlay::HorzArrow( vecTargetPos, moveTrace.vEndPosition, 8.0f, 255, 0, 0, 16, true, 4.0f );
// NDebugOverlay::HorzArrow( vecTargetPos, g_pBigAINet->GetNodePosition(GetOuter()->GetHullType(), iNearestNode ), 8.0f, 255, 255, 0, 16, true, 4.0f );
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Gets the exit point for the passenger (on the ground)
// Input : &vecOut - position the entity should be at when finished exiting
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_PassengerBehavior::GetExitPoint( int nSequence, Vector *vecExitPoint, QAngle *vecExitAngles )
{
bool bSucceeded = true;
// Get the delta to the final position as will be dictated by this animation's auto movement
Vector vecDeltaPos;
QAngle vecDeltaAngles;
GetOuter()->GetSequenceMovement( nSequence, 0.0f, 1.0f, vecDeltaPos, vecDeltaAngles );
// Rotate the delta position by our starting angles
Vector vecRotPos = vecDeltaPos;
VectorRotate( vecRotPos, GetOuter()->GetAbsAngles(), vecDeltaPos );
if ( vecExitPoint != NULL )
{
float flDownDelta = 64.0f;
float flUpDelta = 16.0f;
Vector vecGroundPos;
bool bFoundGround = FindGroundAtPosition( GetOuter()->GetAbsOrigin() + vecDeltaPos, flUpDelta, flDownDelta, &vecGroundPos );
if ( bFoundGround )
{
if ( PointIsNavigable( vecGroundPos ) == false )
{
bSucceeded = false;
}
}
else
{
bSucceeded = false;
}
*vecExitPoint = vecGroundPos;
}
if ( vecExitAngles != NULL )
{
QAngle newAngles = GetOuter()->GetAbsAngles() + vecDeltaAngles;
newAngles.x = UTIL_AngleMod( newAngles.x );
newAngles.y = UTIL_AngleMod( newAngles.y );
newAngles.z = UTIL_AngleMod( newAngles.z );
*vecExitAngles = newAngles;
}
return bSucceeded;
}
//-----------------------------------------------------------------------------
// Purpose: Reserve our entry point
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_PassengerBehavior::ReserveEntryPoint( VehicleSeatQuery_e eSeatSearchType )
{
// FIXME: Move all this logic into the NPC_EnterVehicle function?
// Find any seat to get into
int nSeatID = m_hVehicle->GetServerVehicle()->NPC_GetAvailableSeat( GetOuter(), GetRoleName(), eSeatSearchType );
if ( nSeatID != VEHICLE_SEAT_INVALID )
return m_hVehicle->NPC_AddPassenger( GetOuter(), GetRoleName(), nSeatID );
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Determines whether the NPC can move between a start and end position of a transition
// Input : &vecStartPos - start position
// &vecEndPos - end position
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_PassengerBehavior::IsValidTransitionPoint( const Vector &vecStartPos, const Vector &vecEndPos )
{
// Now sweep a hull through space to see if we can validly exit there
Vector vecHullMins = GetOuter()->GetHullMins() + Vector( 0, 0, GetOuter()->StepHeight()*2.0f );
Vector vecHullMaxs = GetOuter()->GetHullMaxs() - Vector( 0, 0, GetOuter()->StepHeight() );
trace_t tr;
CTraceFilterVehicleTransition skipFilter( GetOuter(), m_hVehicle, COLLISION_GROUP_NONE );
UTIL_TraceHull( vecStartPos, vecEndPos, vecHullMins, vecHullMaxs, MASK_NPCSOLID, &skipFilter, &tr );
// If we're blocked, we can't get out there
if ( tr.fraction < 1.0f || tr.allsolid )
{
if ( passenger_debug_transition.GetBool() )
{
NDebugOverlay::SweptBox( vecStartPos, vecEndPos, vecHullMins, vecHullMaxs, vec3_angle, 255, 0, 0, 64, 2.0f );
}
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Find the proper sequence to use (weighted by priority or distance from current position)
// to enter the vehicle.
// Input : bNearest - Use distance as the criteria for a "best" sequence. Otherwise the order of the
// seats is their priority.
// Output : int - sequence index
//-----------------------------------------------------------------------------
int CAI_PassengerBehavior::FindEntrySequence( bool bNearest /*= false*/ )
{
// Get a list of all our animations
const PassengerSeatAnims_t *pEntryAnims = m_hVehicle->GetServerVehicle()->NPC_GetPassengerSeatAnims( GetOuter(), PASSENGER_SEAT_ENTRY );
if ( pEntryAnims == NULL )
return -1;
// Get the ultimate position we'll end up at
Vector vecStartPos, vecEndPos;
if ( m_hVehicle->GetServerVehicle()->NPC_GetPassengerSeatPosition( GetOuter(), &vecEndPos, NULL ) == false )
return -1;
const CPassengerSeatTransition *pTransition;
Vector vecSeatDir;
float flNearestDist = FLT_MAX;
float flSeatDist;
int nNearestSequence = -1;
int nSequence;
// Test each animation (sorted by priority) for the best match
for ( int i = 0; i < pEntryAnims->Count(); i++ )
{
// Find the activity for this animation name
pTransition = &pEntryAnims->Element(i);
nSequence = GetOuter()->LookupSequence( STRING( pTransition->GetAnimationName() ) );
if ( nSequence == -1 )
continue;
// Test this entry for validity
if ( GetEntryPoint( nSequence, &vecStartPos ) == false )
continue;
// Check to see if we can use this
if ( IsValidTransitionPoint( vecStartPos, vecEndPos ) )
{
// If we're just looking for the first, we're done
if ( bNearest == false )
return nSequence;
// Otherwise distance is the deciding factor
vecSeatDir = ( vecStartPos - GetOuter()->GetAbsOrigin() );
flSeatDist = VectorNormalize( vecSeatDir );
// Closer, take it
if ( flSeatDist < flNearestDist )
{
flNearestDist = flSeatDist;
nNearestSequence = nSequence;
}
}
}
return nNearestSequence;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
int CAI_PassengerBehavior::FindExitSequence( void )
{
// Get a list of all our animations
const PassengerSeatAnims_t *pExitAnims = m_hVehicle->GetServerVehicle()->NPC_GetPassengerSeatAnims( GetOuter(), PASSENGER_SEAT_EXIT );
if ( pExitAnims == NULL )
return -1;
// Get the ultimate position we'll end up at
Vector vecStartPos, vecEndPos;
if ( m_hVehicle->GetServerVehicle()->NPC_GetPassengerSeatPosition( GetOuter(), &vecStartPos, NULL ) == false )
return -1;
// Test each animation (sorted by priority) for the best match
for ( int i = 0; i < pExitAnims->Count(); i++ )
{
// Find the activity for this animation name
int nSequence = GetOuter()->LookupSequence( STRING( pExitAnims->Element(i).GetAnimationName() ) );
if ( nSequence == -1 )
continue;
// Test this entry for validity
if ( GetExitPoint( nSequence, &vecEndPos ) == false )
continue;
// Check to see if we can use this
if ( IsValidTransitionPoint( vecStartPos, vecEndPos ) )
return nSequence;
}
return -1;
}
//-----------------------------------------------------------------------------
// Purpose: Reserve our exit point so nothing moves into it while we're moving
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_PassengerBehavior::ReserveExitPoint( void )
{
// Cannot exit while we're upside down
// FIXME: This is probably redundant!
if ( m_hVehicle->IsOverturned() )
return false;
// Find the exit activity to use
int nSequence = FindExitSequence();
if ( nSequence == -1 )
return false;
// Get the exit position
Vector vecGroundPos;
if ( GetExitPoint( nSequence, &vecGroundPos, &m_vecTargetAngles ) == false )
return false;
// We have to do this specially because the activities are not named
SetTransitionSequence( nSequence );
// Reserve this space
Vector hullMin = GetOuter()->GetHullMins();
Vector hullMax = GetOuter()->GetHullMaxs();
m_hBlocker = CEntityBlocker::Create( vecGroundPos, hullMin, hullMax, GetOuter(), true );
// Save this destination position so we can interpolate towards it
m_vecTargetPosition = vecGroundPos;
// Pitch and roll must be zero when we finish!
m_vecTargetAngles.x = m_vecTargetAngles.z = 0.0f;
if ( passenger_debug_transition.GetBool() )
{
Vector vecForward;
AngleVectors( m_vecTargetAngles, &vecForward, NULL, NULL );
Vector vecArrowEnd = m_vecTargetPosition + ( vecForward * 64.0f );
NDebugOverlay::HorzArrow( m_vecTargetPosition, vecArrowEnd, 8.0f, 255, 255, 0, 64, true, 4.0f );
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Find the exact point we'd like to start our animation from to enter
// the vehicle.
//-----------------------------------------------------------------------------
bool CAI_PassengerBehavior::GetEntryPoint( int nSequence, Vector *vecEntryPoint, QAngle *vecEntryAngles )
{
bool bSucceeded = true;
// Get the delta to the final position as will be dictated by this animation's auto movement
Vector vecDeltaPos;
QAngle vecDeltaAngles;
GetOuter()->GetSequenceMovement( nSequence, 1.0f, 0.0f, vecDeltaPos, vecDeltaAngles );
// Get the final position we're trying to end up at
Vector vecTargetPos;
QAngle vecTargetAngles;
GetEntryTarget( &vecTargetPos, &vecTargetAngles );
// Rotate it to match
Vector vecPreDelta = vecDeltaPos;
VectorRotate( vecPreDelta, vecTargetAngles, vecDeltaPos );
// Offset this into the proper worldspace position
vecTargetPos = vecTargetPos + vecDeltaPos;
// Output the position, if requested
if ( vecEntryPoint != NULL )
{
m_hVehicle->EntityToWorldSpace( vecTargetPos, vecEntryPoint );
// Trace down to the ground to see where we'll stand
Vector vecGroundPos;
if ( FindGroundAtPosition( (*vecEntryPoint), 16.0f, 64.0f, &vecGroundPos ) == false )
{
// We failed
if ( passenger_debug_transition.GetBool() )
{
NDebugOverlay::SweptBox( (*vecEntryPoint), vecGroundPos, GetOuter()->GetHullMins(), GetOuter()->GetHullMaxs(), vec3_angle, 255, 0, 0, 64, 2.0f );
}
// The floor could not be found
bSucceeded = false;
}
// Take this position
*vecEntryPoint = vecGroundPos;
}
// Output the angles, if requested
if ( vecEntryAngles != NULL )
{
// Add our delta angles to find what angles to start at
*vecEntryAngles = vecTargetAngles;
vecEntryAngles->y = UTIL_AngleMod( vecTargetAngles.y + vecDeltaAngles.y );
//Transform those angles to worldspace
matrix3x4_t angToParent, angToWorld;
AngleMatrix( (*vecEntryAngles), angToParent );
ConcatTransforms( m_hVehicle->EntityToWorldTransform(), angToParent, angToWorld );
MatrixAngles( angToWorld, (*vecEntryAngles) );
}
// Debug info
if ( passenger_debug_transition.GetBool() && vecEntryPoint && vecEntryAngles )
{
NDebugOverlay::Axis( *vecEntryPoint, vecTargetAngles, 16, true, 4.0f );
NDebugOverlay::Cross3D( *vecEntryPoint, 4, 255, 255, 0, true, 4.0f );
if ( vecEntryAngles != NULL )
{
Vector vecForward;
AngleVectors( (*vecEntryAngles), &vecForward, NULL, NULL );
Vector vecArrowEnd = (*vecEntryPoint ) + ( vecForward * 64.0f );
NDebugOverlay::HorzArrow( (*vecEntryPoint), vecArrowEnd, 8.0f, 0, 255, 0, 64, true, 4.0f );
}
}
return bSucceeded;
}
//-----------------------------------------------------------------------------
// Purpose: Do the low-level work to detach us from our vehicle
//-----------------------------------------------------------------------------
void CAI_PassengerBehavior::DetachFromVehicle( void )
{
// Detach from the parent
GetOuter()->SetParent( NULL );
GetOuter()->SetMoveType( MOVETYPE_STEP );
GetOuter()->AddFlag( FL_FLY );
GetOuter()->SetGroundEntity( NULL );
GetOuter()->SetCollisionGroup( COLLISION_GROUP_NPC );
m_hVehicle->RemovePhysicsChild( GetOuter() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_PassengerBehavior::AttachToVehicle( void )
{
// Parent to the vehicle
GetOuter()->ClearForceCrouch();
GetOuter()->SetParent( m_hVehicle );
GetOuter()->AddFlag( FL_FLY );
GetOuter()->SetGroundEntity( NULL );
GetOuter()->SetCollisionGroup( COLLISION_GROUP_IN_VEHICLE );
// Turn off physical interactions while we're in the vehicle
IPhysicsObject *pPhysObj = GetOuter()->VPhysicsGetObject();
if ( pPhysObj != NULL )
{
pPhysObj->EnableCollisions( false );
}
// Set our destination target
GetEntryTarget( &m_vecTargetPosition, &m_vecTargetAngles );
// Get physics messages from our attached physics object
m_hVehicle->AddPhysicsChild( GetOuter() );
}
//-----------------------------------------------------------------------------
// Purpose: Handle task starting
//-----------------------------------------------------------------------------
void CAI_PassengerBehavior::StartTask( const Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_PASSENGER_ENTER_VEHICLE:
{
// You must have set your entrance animation before this point!
Assert( m_nTransitionSequence != -1 );
// Start us playing the correct sequence
GetOuter()->SetIdealActivity( ACT_SCRIPT_CUSTOM_MOVE );
SetPassengerState( PASSENGER_STATE_ENTERING );
// Overlaying any gestures will mess us up, so don't allow it
GetOuter()->RemoveAllGestures();
}
break;
case TASK_PASSENGER_EXIT_VEHICLE:
{
// You must have set your entrance animation before this point!
Assert( m_nTransitionSequence != -1 );
// Start us playing the correct sequence
GetOuter()->SetIdealActivity( ACT_SCRIPT_CUSTOM_MOVE );
// Overlaying any gestures will mess us up, so don't allow it
GetOuter()->RemoveAllGestures();
}
break;
case TASK_PASSENGER_ATTACH_TO_VEHICLE:
{
AttachToVehicle();
TaskComplete();
}
break;
case TASK_PASSENGER_DETACH_FROM_VEHICLE:
{
// Place an entity blocker where we're going to go
if ( ReserveExitPoint() == false )
{
OnExitVehicleFailed();
TaskFail("Failed to find valid exit point\n");
return;
}
// Physically detach from the vehicle
DetachFromVehicle();
// Mark that we're now disembarking
SetPassengerState( PASSENGER_STATE_EXITING );
TaskComplete();
}
break;
case TASK_PASSENGER_SET_IDEAL_ENTRY_YAW:
{
// Get the ideal facing to enter the vehicle
QAngle vecEntryAngles;
GetEntryPoint( m_nTransitionSequence, NULL, &vecEntryAngles );
GetOuter()->GetMotor()->SetIdealYaw( vecEntryAngles.y );
TaskComplete();
return;
}
break;
default:
BaseClass::StartTask( pTask );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: Handle task running
//-----------------------------------------------------------------------------
void CAI_PassengerBehavior::RunTask( const Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_PASSENGER_ENTER_VEHICLE:
{
// Correct for angular/spatial deviation
Assert( GetSequence() == m_nTransitionSequence );
if ( GetSequence() != m_nTransitionSequence )
{
Warning("Corrected entrance animation on vehicle enter!\n");
GetOuter()->SetIdealActivity( ACT_SCRIPT_CUSTOM_MOVE );
GetOuter()->GetNavigator()->ClearGoal();
SetTransitionSequence( m_nTransitionSequence );
}
bool corrected = DoTransitionMovement();
// We must be done with the animation and in the correct position
if ( corrected == false )
{
FinishEnterVehicle();
TaskComplete();
}
}
break;
case TASK_PASSENGER_EXIT_VEHICLE:
{
// Correct for angular/spatial deviation
Assert( GetSequence() == m_nTransitionSequence );
if ( GetSequence() != m_nTransitionSequence )
{
Warning("Corrected exit animation on vehicle exit!\n");
GetOuter()->SetIdealActivity( ACT_SCRIPT_CUSTOM_MOVE );
GetOuter()->GetNavigator()->ClearGoal();
SetTransitionSequence( m_nTransitionSequence );
}
// Correct for angular/spatial deviation
bool corrected = DoTransitionMovement();
// We must be done with the animation and in the correct position
if ( corrected == false )
{
FinishExitVehicle();
TaskComplete();
}
}
break;
default:
BaseClass::RunTask( pTask );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: Find the blend amounts for position and angles, given a point in
// time within a sequence
//-----------------------------------------------------------------------------
bool CAI_PassengerBehavior::GetSequenceBlendAmount( float flCycle, float *posBlend, float *angBlend )
{
// Find positional blend, if requested
if ( posBlend != NULL )
{
float flFrac = RemapValClamped( flCycle, m_flOriginStartFrame, m_flOriginEndFrame, 0.0f, 1.0f );
(*posBlend) = SimpleSpline( flFrac );
}
// Find angular blend, if requested
if ( angBlend != NULL )
{
float flFrac = RemapValClamped( flCycle, m_flAnglesStartFrame, m_flAnglesEndFrame, 0.0f, 1.0f );
(*angBlend) = SimpleSpline( flFrac );
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Returns the target destination for the entry animation
//-----------------------------------------------------------------------------
void CAI_PassengerBehavior::GetEntryTarget( Vector *vecOrigin, QAngle *vecAngles )
{
// Get the ultimate position we'll end up at
m_hVehicle->GetServerVehicle()->NPC_GetPassengerSeatPositionLocal( GetOuter(), vecOrigin, vecAngles );
}
//-----------------------------------------------------------------------------
// Purpose: Returns the ideal position to be in to end up at the target at the
// end of the animation.
//-----------------------------------------------------------------------------
void CAI_PassengerBehavior::GetTransitionAnimationIdeal( float flCycle, const Vector &vecTargetPos, const QAngle &vecTargetAngles, Vector *idealOrigin, QAngle *idealAngles )
{
// Get the position in time working backwards from our goal
Vector vecDeltaPos;
QAngle vecDeltaAngles;
GetOuter()->GetSequenceMovement( GetSequence(), 1.0f, flCycle, vecDeltaPos, vecDeltaAngles );
// Rotate the delta by our local angles
Vector vecPreDelta = vecDeltaPos;
VectorRotate( vecPreDelta, vecTargetAngles, vecDeltaPos );
// Ideal origin
if ( idealOrigin != NULL )
{
*idealOrigin = ( vecTargetPos + vecDeltaPos );
}
// Ideal angles
if ( idealAngles != NULL )
{
(*idealAngles).x = anglemod( vecTargetAngles.x + vecDeltaAngles.x );
(*idealAngles).y = anglemod( vecTargetAngles.y + vecDeltaAngles.y );
(*idealAngles).z = anglemod( vecTargetAngles.z + vecDeltaAngles.z );
}
}
//-----------------------------------------------------------------------------
// FIXME: This is basically a complete duplication of GetIntervalMovement
// which doesn't remove the x and z components of the angles. This
// should be consolidated to not replicate so much code! -- jdw
//-----------------------------------------------------------------------------
bool CAI_PassengerBehavior::LocalIntervalMovement( float flInterval, bool &bMoveSeqFinished, Vector &newPosition, QAngle &newAngles )
{
CStudioHdr *pstudiohdr = GetOuter()->GetModelPtr();
if ( pstudiohdr == NULL )
return false;
// Get our next cycle point
float flNextCycle = GetNextCycleForInterval( GetSequence(), flInterval );
// Fix-up loops
if ( ( GetOuter()->SequenceLoops() == false ) && flNextCycle > 1.0f )
{
flInterval = GetOuter()->GetCycle() / ( GetOuter()->GetSequenceCycleRate( GetSequence() ) * GetOuter()->GetPlaybackRate() );
flNextCycle = 1.0f;
bMoveSeqFinished = true;
}
else
{
bMoveSeqFinished = false;
}
Vector deltaPos;
QAngle deltaAngles;
// Find the delta position and delta angles for this sequence
if ( Studio_SeqMovement( pstudiohdr, GetOuter()->GetSequence(), GetOuter()->GetCycle(), flNextCycle, GetOuter()->GetPoseParameterArray(), deltaPos, deltaAngles ))
{
Vector vecPreDelta = deltaPos;
VectorRotate( vecPreDelta, GetOuter()->GetLocalAngles(), deltaPos );
newPosition = GetLocalOrigin() + deltaPos;
newAngles = GetLocalAngles() + deltaAngles;
return true;
}
else
{
newPosition = GetLocalOrigin();
newAngles = GetLocalAngles();
return false;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Get the next cycle point in a sequence for a given interval
//-----------------------------------------------------------------------------
float CAI_PassengerBehavior::GetNextCycleForInterval( int nSequence, float flInterval )
{
return GetOuter()->GetCycle() + flInterval * GetOuter()->GetSequenceCycleRate( GetSequence() ) * GetOuter()->GetPlaybackRate();
}
//-----------------------------------------------------------------------------
// Purpose: Draw debug information for the transitional movement
//-----------------------------------------------------------------------------
void CAI_PassengerBehavior::DrawDebugTransitionInfo( const Vector &vecIdealPos, const QAngle &vecIdealAngles, const Vector &vecAnimPos, const QAngle &vecAnimAngles )
{
// Debug info
if ( GetPassengerState() == PASSENGER_STATE_ENTERING )
{
// Green - Ideal location
Vector foo;
m_hVehicle->EntityToWorldSpace( vecIdealPos, &foo );
NDebugOverlay::Cross3D( foo, 2, 0, 255, 0, true, 0.1f );
NDebugOverlay::Axis( foo, vecIdealAngles, 8, true, 0.1f );
// Blue - Actual location
m_hVehicle->EntityToWorldSpace( vecAnimPos, &foo );
NDebugOverlay::Cross3D( foo, 2, 0, 0, 255, true, 0.1f );
NDebugOverlay::Axis( foo, vecAnimAngles, 8, true, 0.1f );
}
else
{
// Green - Ideal location
NDebugOverlay::Cross3D( vecIdealPos, 4, 0, 255, 0, true, 0.1f );
NDebugOverlay::Axis( vecIdealPos, vecIdealAngles, 8, true, 0.1f );
// Blue - Actual location
NDebugOverlay::Cross3D( vecAnimPos, 2, 0, 0, 255, true, 0.1f );
NDebugOverlay::Axis( vecAnimPos, vecAnimAngles, 8, true, 0.1f );
}
}
//-----------------------------------------------------------------------------
// Purpose: Local movement to enter or exit the vehicle
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_PassengerBehavior::DoTransitionMovement( void )
{
// Get our animation's extrapolated end position
Vector vecAnimPos;
QAngle vecAnimAngles;
float flInterval = GetOuter()->GetAnimTimeInterval();
bool bSequenceFinished;
// Get the position we're moving to for this frame with our animation's motion
if ( LocalIntervalMovement( flInterval, bSequenceFinished, vecAnimPos, vecAnimAngles ) )
{
// Get the position we'd ideally be in
Vector vecIdealPos;
QAngle vecIdealAngles;
float flNextCycle = GetNextCycleForInterval( GetOuter()->GetSequence(), flInterval );
flNextCycle = clamp( flNextCycle, 0.0f, 1.0f );
GetTransitionAnimationIdeal( flNextCycle, m_vecTargetPosition, m_vecTargetAngles, &vecIdealPos, &vecIdealAngles );
// Get the amount of error to blend out
float flPosBlend = 1.0f;
float flAngBlend = 1.0f;
GetSequenceBlendAmount( flNextCycle, &flPosBlend, &flAngBlend );
// Find the error between our position and our ideal
Vector vecDelta = ( vecIdealPos - vecAnimPos ) * flPosBlend;
QAngle vecDeltaAngles;
vecDeltaAngles.x = AngleDiff( vecIdealAngles.x, vecAnimAngles.x ) * flAngBlend;
vecDeltaAngles.y = AngleDiff( vecIdealAngles.y, vecAnimAngles.y ) * flAngBlend;
vecDeltaAngles.z = AngleDiff( vecIdealAngles.z, vecAnimAngles.z ) * flAngBlend;
// Factor in the error
GetOuter()->SetLocalOrigin( vecAnimPos + vecDelta );
GetOuter()->SetLocalAngles( vecAnimAngles + vecDeltaAngles );
// Draw our debug information
if ( passenger_debug_transition.GetBool() )
{
DrawDebugTransitionInfo( vecIdealPos, vecIdealAngles, vecAnimPos, vecAnimAngles );
}
// We're done moving
if ( bSequenceFinished )
return false;
// We're still correcting out the error
return true;
}
// There was no movement in the animation
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Translate normal schedules into vehicle schedules
//-----------------------------------------------------------------------------
int CAI_PassengerBehavior::TranslateSchedule( int scheduleType )
{
if ( GetPassengerState() == PASSENGER_STATE_INSIDE )
{
// Always be seated when riding in the car!
if ( scheduleType == SCHED_IDLE_STAND )
return SCHED_PASSENGER_IDLE;
}
return BaseClass::TranslateSchedule( scheduleType );
}
//-----------------------------------------------------------------------------
// Purpose: Returns the velocity of the vehicle with respect to its orientation
//-----------------------------------------------------------------------------
void CAI_PassengerBehavior::GetLocalVehicleVelocity( Vector *pOut )
{
Vector velocity;
m_hVehicle->GetVelocity( &velocity, NULL );
m_hVehicle->WorldToEntitySpace( m_hVehicle->GetAbsOrigin() + velocity, pOut );
}
//-----------------------------------------------------------------------------
// Purpose: Gather conditions we can comment on or react to while riding in the vehicle
//-----------------------------------------------------------------------------
void CAI_PassengerBehavior::GatherVehicleStateConditions( void )
{
// Must have a vehicle to bother with this
if ( m_hVehicle == NULL )
return;
// Clear out transient conditions
ClearCondition( COND_PASSENGER_HARD_IMPACT );
ClearCondition( COND_PASSENGER_ERRATIC_DRIVING );
ClearCondition( COND_PASSENGER_JOSTLE_SMALL );
ClearCondition( COND_PASSENGER_VEHICLE_STARTED );
ClearCondition( COND_PASSENGER_VEHICLE_STOPPED );
ClearCondition( COND_PASSENGER_PLAYER_ENTERED_VEHICLE );
ClearCondition( COND_PASSENGER_PLAYER_EXITED_VEHICLE );
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if ( pPlayer )
{
if ( pPlayer->IsInAVehicle() && pPlayer->GetVehicle() == m_hVehicle->GetServerVehicle() )
{
if ( m_vehicleState.m_bPlayerInVehicle == false )
{
SetCondition( COND_PASSENGER_PLAYER_ENTERED_VEHICLE );
m_vehicleState.m_bPlayerInVehicle = true;
}
}
else
{
if ( m_vehicleState.m_bPlayerInVehicle )
{
SetCondition( COND_PASSENGER_PLAYER_EXITED_VEHICLE );
m_vehicleState.m_bPlayerInVehicle = false;
}
}
}
// Get the vehicle's boost state
if ( m_hVehicle->m_nBoostTimeLeft < 100.0f )
{
if ( m_vehicleState.m_bWasBoosting == false )
{
m_vehicleState.m_bWasBoosting = true;
}
}
else
{
m_vehicleState.m_bWasBoosting = false;
}
// Detect being overturned
if ( m_hVehicle->IsOverturned() )
{
SetCondition( COND_PASSENGER_OVERTURNED );
if ( m_vehicleState.m_bWasOverturned == false )
{
m_vehicleState.m_bWasOverturned = true;
}
}
else
{
ClearCondition( COND_PASSENGER_OVERTURNED );
m_vehicleState.m_bWasOverturned = false;
}
// Get our local velocity
Vector localVelocity;
GetLocalVehicleVelocity( &localVelocity );
Vector deltaVelocity = ( localVelocity - m_vehicleState.m_vecLastLocalVelocity );
// Detect a sudden stop!
if ( deltaVelocity.y < passenger_impact_response_threshold.GetFloat() )
{
SetCondition( COND_PASSENGER_HARD_IMPACT );
}
else if ( fabs( deltaVelocity.x ) > 200.0f || fabs( deltaVelocity.z ) > 75.0f )
{
// The X axis represents lateral movement and the Z axis represents vertical movement{
SetCondition( COND_PASSENGER_ERRATIC_DRIVING );
}
else if ( fabs( deltaVelocity.x ) > 50.0f || fabs( deltaVelocity.z ) > 25.0f )
{
// Lightly jostled
SetCondition( COND_PASSENGER_JOSTLE_SMALL );
}
// Get our speed
float flSpeedSqr = localVelocity.LengthSqr();
// See if we've crossed over the threshold between movement to stillness
if ( m_vehicleState.m_flLastSpeedSqr > STOPPED_VELOCITY_THRESHOLD_SQR && flSpeedSqr < STOPPED_VELOCITY_THRESHOLD_SQR )
{
SetCondition( COND_PASSENGER_VEHICLE_STOPPED );
}
else if ( m_vehicleState.m_flLastSpeedSqr < STARTED_VELOCITY_THRESHOLD_SQR && flSpeedSqr > STARTED_VELOCITY_THRESHOLD_SQR )
{
// See if we've crossed over the threshold between stillness to movement
SetCondition( COND_PASSENGER_VEHICLE_STARTED );
}
// Save this as our last speed
m_vehicleState.m_flLastSpeedSqr = flSpeedSqr;
// Find our delta velocity from the last frame
m_vehicleState.m_vecDeltaVelocity = ( localVelocity - m_vehicleState.m_vecLastLocalVelocity );
m_vehicleState.m_vecLastLocalVelocity = localVelocity;
// Get our angular velocity
Vector vecVelocity;
AngularImpulse angVelocty;
m_hVehicle->GetVelocity( &vecVelocity, &angVelocty );
QAngle angVel( angVelocty.x, angVelocty.y, angVelocty.z );
// Blend this into the old values
m_vehicleState.m_vecLastAngles = ( m_vehicleState.m_vecLastAngles * 0.2f ) + ( angVel * 0.8f );
}
//-----------------------------------------------------------------------------
// Purpose: Do some pre-schedule clean-up
//-----------------------------------------------------------------------------
void CAI_PassengerBehavior::PrescheduleThink( void )
{
BaseClass::PrescheduleThink();
// If we're outside the vehicle, we need to turn this behavior off immediately
if ( GetPassengerState() == PASSENGER_STATE_OUTSIDE && HasCondition( COND_PASSENGER_CANCEL_ENTER ) )
{
// Clear out our passenger intent
m_PassengerIntent = PASSENGER_INTENT_NONE;
ClearCondition( COND_PASSENGER_CANCEL_ENTER );
// Stop pathfinding
GetOuter()->GetNavigator()->ClearGoal();
// We're outside and have no intent to enter, so we're done
Disable();
// This must be stomped to cause our behavior to relinquish control
GetOuter()->ClearSchedule("Passenger enter canceled");
}
#ifdef DEBUG
if ( GetPassengerState() == PASSENGER_STATE_INSIDE )
{
Vector vecSeatOrigin;
QAngle vecSeatAngles;
if ( m_hVehicle && m_hVehicle->GetServerVehicle()->NPC_GetPassengerSeatPositionLocal( GetOuter(), &vecSeatOrigin, &vecSeatAngles ) )
{
if ( ( GetLocalOrigin() - vecSeatOrigin ).LengthSqr() > Square( 0.1f ) )
{
Warning( "Passenger has strayed from seat position!\n" );
// GetOuter()->SetLocalOrigin( vecSeatOrigin );
// GetOuter()->SetLocalAngles( vecSeatAngles );
}
}
else
{
Warning( "Passenger is in vehicle without a valid seat position! -- EJECTED\n" );
GetOuter()->SetParent( NULL );
Disable();
return;
}
}
#endif // DEBUG
}
//-----------------------------------------------------------------------------
// Purpose: Gather conditions for our use in making decisions
//-----------------------------------------------------------------------------
void CAI_PassengerBehavior::GatherConditions( void )
{
if ( IsEnabled() == false )
return BaseClass::GatherConditions();
// Sense the state of the car
GatherVehicleStateConditions();
BaseClass::GatherConditions();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_PassengerBehavior::ModifyOrAppendCriteria( AI_CriteriaSet& criteriaSet )
{
if ( m_hVehicle == NULL )
return;
// Mark whether we're overturned or not
bool bOverturned = m_hVehicle->IsOverturned();
criteriaSet.AppendCriteria( "vehicle_overturned", bOverturned ? "1" : "0" );
// Denote whether we're in the vehicle or not
bool bInsideVehicle = ( GetPassengerState() == PASSENGER_STATE_INSIDE );
criteriaSet.AppendCriteria( "vehicle_inside", bInsideVehicle ? "1" : "0" );
// Note what angle we're at (extreme or normal)
Vector vecUp( 0.0f, 0.0f, 1.0f );
Vector vecVehicleUp;
m_hVehicle->GetVectors( NULL, NULL, &vecVehicleUp );
float flVehicleUp = DotProduct( vecVehicleUp, vecUp );
criteriaSet.AppendCriteria( "vehicle_tilt", UTIL_VarArgs( "%.2f", flVehicleUp ) );
// Set the vehicle's speed (necessary for certain types of movement judgments)
float flVehicleSpeed = sqrt( m_vehicleState.m_flLastSpeedSqr );
criteriaSet.AppendCriteria( "vehicle_speed", UTIL_VarArgs( "%f", flVehicleSpeed ) );
// Whether or not the passenger is currently able to enter the vehicle (only accounts for locking really)
bool bCanExitVehicle = ( m_hVehicle->NPC_CanExitVehicle( GetOuter(), true ) );
criteriaSet.AppendCriteria( "vehicle_can_exit", bCanExitVehicle ? "1" : "0" );
// Whether or not the passenger is currently able to exit the vehicle (only accounts for locking really)
bool bCanEnterVehicle = ( m_hVehicle->NPC_CanEnterVehicle( GetOuter(), true ) );
criteriaSet.AppendCriteria( "vehicle_can_enter", bCanEnterVehicle ? "1" : "0" );
}
//-----------------------------------------------------------------------------
// Purpose: Cache off our frame numbers from the sequence keyvalue blocks
//-----------------------------------------------------------------------------
void CAI_PassengerBehavior::CacheBlendTargets( void )
{
// Get the keyvalues for this sequence
KeyValues *seqValues = GetOuter()->GetSequenceKeyValues( m_nTransitionSequence );
if ( seqValues == NULL )
{
Assert( 0 );
return;
}
// Get the entry/exit subkeys
KeyValues *blendValues = seqValues->FindKey( "entryexit_blend" );
if ( blendValues == NULL )
{
Assert( 0 );
return;
}
// Find our frame range on this sequence
int nMaxFrames = Studio_MaxFrame( GetOuter()->GetModelPtr(), m_nTransitionSequence, GetOuter()->GetPoseParameterArray() );
// Find a key by this name
KeyValues *subKeys = blendValues->FindKey( ORIGIN_KEYNAME );
if ( subKeys )
{
// Retrieve our frame numbers
m_flOriginStartFrame = subKeys->GetFloat( "startframe", 0.0f );
m_flOriginEndFrame = subKeys->GetFloat( "endframe", nMaxFrames );
// Convert to normalized values
m_flOriginStartFrame = RemapValClamped( m_flOriginStartFrame, 0, nMaxFrames, 0.0f, 1.0f );
m_flOriginEndFrame = RemapValClamped( m_flOriginEndFrame, 0, nMaxFrames, 0.0f, 1.0f );
}
// Find a key by this name
subKeys = blendValues->FindKey( ANGLES_KEYNAME );
if ( subKeys )
{
// Retrieve our frame numbers
m_flAnglesStartFrame = subKeys->GetFloat( "startframe", 0.0f );
m_flAnglesEndFrame = subKeys->GetFloat( "endframe", nMaxFrames );
// Convert to normalized values
m_flAnglesStartFrame = RemapValClamped( m_flAnglesStartFrame, 0, nMaxFrames, 0.0f, 1.0f );
m_flAnglesEndFrame = RemapValClamped( m_flAnglesEndFrame, 0, nMaxFrames, 0.0f, 1.0f );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_PassengerBehavior::SetTransitionSequence( int nSequence )
{
// We need to use the ACT_SCRIPT_CUSTOM_MOVE scenario for this type of custom anim
m_nTransitionSequence = nSequence;
GetOuter()->m_iszSceneCustomMoveSeq = AllocPooledString( GetOuter()->GetSequenceName( m_nTransitionSequence ) );
// Cache off our blending information at this point
CacheBlendTargets();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CAI_PassengerBehavior::SpeakIfAllowed( AIConcept_t concept, const char *modifiers /*= NULL*/, bool bRespondingToPlayer /*= false*/, char *pszOutResponseChosen /*= NULL*/, size_t bufsize /*= 0*/ )
{
// FIXME: Store this cast off?
CAI_PlayerAlly *pAlly = dynamic_cast<CAI_PlayerAlly *>(GetOuter());
if ( pAlly != NULL )
return pAlly->SpeakIfAllowed( concept, modifiers, bRespondingToPlayer, pszOutResponseChosen, bufsize );
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Forces us to begin a dynamic scripted scene
// Input : *lpszInteractionName - Name of the sequence we'll play
// *pOther -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_PassengerBehavior::ForceVehicleInteraction( const char *lpszInteractionName, CBaseCombatCharacter *pOther )
{
// Don't do this unless we're sitting in the cabin of the vehicle!
if ( GetPassengerState() != PASSENGER_STATE_INSIDE )
return false;
// Set a sequence and fire it off!
GetOuter()->m_iszSceneCustomMoveSeq = AllocPooledString( lpszInteractionName );
GetOuter()->SetIdealActivity( ACT_SCRIPT_CUSTOM_MOVE );
// Slam our schedule (very unsafe!)
GetOuter()->SetSchedule( SCHED_PASSENGER_PLAY_SCRIPTED_ANIM );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Fix up teleport event when in the vehicle
//-----------------------------------------------------------------------------
void CAI_PassengerBehavior::Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity )
{
//First, safely remove me from the vehicle
if ( GetPassengerState() != PASSENGER_STATE_OUTSIDE )
{
// Detach from the vehicle
DetachFromVehicle();
FinishExitVehicle();
// Turn the behavior off
GetOuter()->ClearSchedule( "ai_behavior_passenger: teleport while in vehicle" );
Disable();
}
//Then allow the teleportation
BaseClass::Teleport( newPosition, newAngles, newVelocity );
}
//-----------------------------------------------------------------------------
// Purpose: We override this function because it can completely wreak havoc if
// we're in the middle of a transition
//-----------------------------------------------------------------------------
void CAI_PassengerBehavior::ClearSchedule( const char *szReason )
{
// Cannot do this while we're transitioning, but it's also a bug because the code that called it was probably relying on this to work!
if ( GetPassengerState() == PASSENGER_STATE_ENTERING || GetPassengerState() == PASSENGER_STATE_EXITING )
{
Warning("ClearSchedule rejected due to transitioning passenger: %s\n", szReason );
return;
}
// TODO: Even this will probably need more crafting depending on what we're doing in the vehicle
// Otherwise allow it
GetOuter()->ClearSchedule( szReason );
}
//-----------------------------------------------------------------------------
// Purpose: Dictate the terms for being interrupted by scripted schedules or scenes
//-----------------------------------------------------------------------------
bool CAI_PassengerBehavior::IsInterruptable( void )
{
// NOTE: We should never be interrupted this way when in a car. This would effectively makes us go comatose if we
// start a FACETO, MOVETO, or SEQUENCE command from a VCD.
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_PassengerBehavior::CancelEnterVehicle( void )
{
// Stop!
if ( GetPassengerState() == PASSENGER_STATE_OUTSIDE )
{
SetCondition( COND_PASSENGER_CANCEL_ENTER );
}
}
// ----------------------------------------------
// Custom AI declarations
// ----------------------------------------------
AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( CAI_PassengerBehavior )
{
DECLARE_ACTIVITY( ACT_PASSENGER_IDLE )
DECLARE_ACTIVITY( ACT_PASSENGER_RANGE_ATTACK1 )
DECLARE_CONDITION( COND_PASSENGER_HARD_IMPACT )
DECLARE_CONDITION( COND_PASSENGER_ENTERING )
DECLARE_CONDITION( COND_PASSENGER_EXITING )
DECLARE_CONDITION( COND_PASSENGER_VEHICLE_STARTED )
DECLARE_CONDITION( COND_PASSENGER_VEHICLE_STOPPED )
DECLARE_CONDITION( COND_PASSENGER_OVERTURNED )
DECLARE_CONDITION( COND_PASSENGER_CANCEL_ENTER )
DECLARE_CONDITION( COND_PASSENGER_ERRATIC_DRIVING )
DECLARE_CONDITION( COND_PASSENGER_PLAYER_ENTERED_VEHICLE )
DECLARE_CONDITION( COND_PASSENGER_PLAYER_EXITED_VEHICLE )
DECLARE_CONDITION( COND_PASSENGER_JOSTLE_SMALL )
DECLARE_TASK( TASK_PASSENGER_ENTER_VEHICLE )
DECLARE_TASK( TASK_PASSENGER_EXIT_VEHICLE )
DECLARE_TASK( TASK_PASSENGER_ATTACH_TO_VEHICLE )
DECLARE_TASK( TASK_PASSENGER_DETACH_FROM_VEHICLE )
DECLARE_TASK( TASK_PASSENGER_SET_IDEAL_ENTRY_YAW )
// FIXME: Move to companion
DEFINE_SCHEDULE
(
SCHED_PASSENGER_ENTER_VEHICLE,
" Tasks"
" TASK_PASSENGER_SET_IDEAL_ENTRY_YAW 0"
" TASK_FACE_IDEAL 0"
" TASK_PASSENGER_ATTACH_TO_VEHICLE 0"
" TASK_PASSENGER_ENTER_VEHICLE 0"
""
" Interrupts"
" COND_NO_CUSTOM_INTERRUPTS"
)
DEFINE_SCHEDULE
(
SCHED_PASSENGER_EXIT_VEHICLE,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_PASSENGER_IDLE"
" TASK_PASSENGER_DETACH_FROM_VEHICLE 0"
" TASK_WAIT 0.1" // We must wait one tick for us to start being updated
" TASK_PASSENGER_EXIT_VEHICLE 0"
""
" Interrupts"
" COND_NO_CUSTOM_INTERRUPTS"
" COND_TASK_FAILED"
)
DEFINE_SCHEDULE
(
SCHED_PASSENGER_IDLE,
" Tasks"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT 2"
""
" Interrupts"
" COND_PROVOKED"
" COND_NEW_ENEMY"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_MELEE_ATTACK1"
" COND_PASSENGER_EXITING"
" COND_HEAR_DANGER"
)
DEFINE_SCHEDULE
(
SCHED_PASSENGER_PLAY_SCRIPTED_ANIM,
" Tasks"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_SCRIPT_CUSTOM_MOVE"
""
" Interrupts"
" COND_PASSENGER_HARD_IMPACT"
)
AI_END_CUSTOM_SCHEDULE_PROVIDER()
}