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