Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_BLENDED_MOVEMENT_H
#define AI_BLENDED_MOVEMENT_H
#include "ai_basenpc.h"
#include "ai_motor.h"
#include "ai_navigator.h"
struct AI_Waypoint_t;
//-----------------------------------------------------------------------------
// CLASS: CAI_BlendedMotor
//
// Purpose: Home of fancy human animation transition code
//
//-----------------------------------------------------------------------------
class CAI_BlendedMotor : public CAI_Motor
{
typedef CAI_Motor BaseClass;
public:
CAI_BlendedMotor( CAI_BaseNPC *pOuter )
: BaseClass( pOuter )
{
m_iPrimaryLayer = -1;
m_nPrimarySequence = ACT_INVALID;
m_iSecondaryLayer = -1;
m_nSecondarySequence = ACT_INVALID;
m_flSecondaryWeight = 0.0f;
m_nSavedGoalActivity = ACT_INVALID;
m_nSavedTranslatedGoalActivity = ACT_INVALID;
m_nGoalSequence = ACT_INVALID;
m_nPrevMovementSequence = ACT_INVALID;
m_nInteriorSequence = ACT_INVALID;
m_bDeceleratingToGoal = false;
m_flStartCycle = 0.0f;
m_flPredictiveSpeedAdjust = 1.0f;
m_flReactiveSpeedAdjust = 1.0f;
m_vecPrevOrigin1.Init();
m_vecPrevOrigin2.Init();
m_prevYaw = 0.0f;
m_doTurn = 0.0f;
m_doLeft = 0.0f;
m_doRight = 0.0f;
m_flNextTurnAct = 0.0f;
}
void MoveClimbStart( const Vector &climbDest, const Vector &climbDir, float climbDist, float yaw );
void MoveJumpStart( const Vector &velocity );
void ResetMoveCalculations();
void MoveStart();
void ResetGoalSequence();
void MoveStop();
void MovePaused();
void MoveContinue();
float OverrideMaxYawSpeed( Activity activity );
void UpdateYaw( int speed );
void RecalculateYawSpeed();
bool IsDeceleratingToGoal() const { return m_bDeceleratingToGoal; }
float GetMoveScriptTotalTime();
void MaintainTurnActivity( void );
bool AddTurnGesture( float flYD );
private:
AIMotorMoveResult_t MoveGroundExecute( const AILocalMoveGoal_t &move, AIMoveTrace_t *pTraceResult );
AIMotorMoveResult_t MoveFlyExecute( const AILocalMoveGoal_t &move, AIMoveTrace_t *pTraceResult );
// --------------------------------
void BuildMoveScript( const AILocalMoveGoal_t &move, AIMoveTrace_t *pTraceResult );
void BuildVelocityScript( const AILocalMoveGoal_t &move );
void InsertSlowdown( float distToObstruction, float idealAccel, bool bAlwaysSlowdown );
int BuildTurnScript( int i, int j );
void BuildTurnScript( const AILocalMoveGoal_t &move );
int BuildInsertNode( int i, float flTime );
Activity GetTransitionActivity( void );
// --------------------------------
// helpers to simplify code
float GetCycle() { return GetOuter()->GetCycle(); }
int AddLayeredSequence( int sequence, int iPriority ) { return GetOuter()->AddLayeredSequence( sequence, iPriority ); }
void SetLayerWeight( int iLayer, float flWeight ) { GetOuter()->SetLayerWeight( iLayer, flWeight ); }
void SetLayerPlaybackRate( int iLayer, float flPlaybackRate ) { GetOuter()->SetLayerPlaybackRate( iLayer, flPlaybackRate ); }
void SetLayerNoRestore( int iLayer, bool bNoRestore ) { GetOuter()->SetLayerNoRestore( iLayer, bNoRestore ); }
void SetLayerCycle( int iLayer, float flCycle ) { GetOuter()->SetLayerCycle( iLayer, flCycle ); }
void SetLayerCycle( int iLayer, float flCycle, float flPrevCycle ) { GetOuter()->SetLayerCycle( iLayer, flCycle, flPrevCycle ); }
void SetLayerNoEvents( int iLayer, bool bNoEvents = true ) { GetOuter()->SetLayerNoEvents( iLayer, bNoEvents ); }
void RemoveLayer( int iLayer, float flKillRate, float flKillDelay ) { GetOuter()->RemoveLayer( iLayer, flKillRate, flKillDelay ); }
// --------------------------------
struct AI_Movementscript_t
{
public:
AI_Movementscript_t( )
{
Init( );
};
void Init( void )
{
memset( this, 0, sizeof(*this) );
};
float flTime; // time till next entry
float flElapsedTime; // time since first entry
float flDist; // distance to next entry
float flMaxVelocity;
// float flVelocity;
float flYaw;
float flAngularVelocity;
bool bLooping;
int nFlags;
AI_Waypoint_t *pWaypoint;
public:
AI_Movementscript_t *pNext;
AI_Movementscript_t *pPrev;
Vector vecLocation;
};
//---------------------------------
CUtlVector<AI_Movementscript_t> m_scriptMove;
CUtlVector<AI_Movementscript_t> m_scriptTurn;
//---------------------------------
bool m_bDeceleratingToGoal;
int m_iPrimaryLayer;
int m_iSecondaryLayer;
int m_nPrimarySequence;
int m_nSecondarySequence;
float m_flSecondaryWeight;
Activity m_nSavedGoalActivity;
Activity m_nSavedTranslatedGoalActivity;
int m_nGoalSequence;
int m_nPrevMovementSequence;
int m_nInteriorSequence;
float m_flStartCycle;
float m_flCurrRate;
float m_flPredictiveSpeedAdjust; // predictive speed adjust from probing slope
float m_flReactiveSpeedAdjust; // reactive speed adjust when slope movement detected
Vector m_vecPrevOrigin1;
Vector m_vecPrevOrigin2;
//---------------------------------
float m_flNextTurnGesture; // next time for large turn gesture
//---------------------------------
float m_prevYaw;
float m_doTurn;
float m_doLeft;
float m_doRight;
float m_flNextTurnAct; // next time for small turn gesture
float GetMoveScriptDist( float &flNewSpeed );
float GetMoveScriptYaw( void );
void SetMoveScriptAnim( float flNewSpeed );
int GetInteriorSequence( int fromSequence );
DECLARE_SIMPLE_DATADESC();
};
//-----------------------------------------------------------------------------
// CLASS: CAI_BlendingHost
//
// Purpose: Bridge to the home of fancy human animation transition code
//
//-----------------------------------------------------------------------------
template <class BASE_NPC>
class CAI_BlendingHost : public BASE_NPC
{
DECLARE_CLASS_NOFRIEND( CAI_BlendingHost, BASE_NPC );
public:
const CAI_BlendedMotor *GetBlendedMotor() const { return assert_cast<const CAI_BlendedMotor *>(this->GetMotor()); }
CAI_BlendedMotor * GetBlendedMotor() { return assert_cast<CAI_BlendedMotor *>(this->GetMotor()); }
CAI_Motor *CreateMotor()
{
MEM_ALLOC_CREDIT();
return new CAI_BlendedMotor( this );
}
CAI_Navigator *CreateNavigator()
{
CAI_Navigator *pNavigator = BaseClass::CreateNavigator();
pNavigator->SetValidateActivitySpeed( false );
return pNavigator;
}
float MaxYawSpeed( void )
{
float override = GetBlendedMotor()->OverrideMaxYawSpeed( this->GetActivity() );
if ( override != -1 )
return override;
return BaseClass::MaxYawSpeed();
}
float GetTimeToNavGoal()
{
float result = GetBlendedMotor()->GetMoveScriptTotalTime();
if ( result != -1 )
return result;
return BaseClass::GetTimeToNavGoal();
}
};
//-------------------------------------
// to simplify basic usage:
class CAI_BlendedNPC : public CAI_BlendingHost<CAI_BaseNPC>
{
DECLARE_CLASS( CAI_BlendedNPC, CAI_BlendingHost<CAI_BaseNPC> );
};
//-----------------------------------------------------------------------------
#endif