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