diff options
Diffstat (limited to 'game/server/ai_basenpc_physicsflyer.cpp')
| -rw-r--r-- | game/server/ai_basenpc_physicsflyer.cpp | 382 |
1 files changed, 382 insertions, 0 deletions
diff --git a/game/server/ai_basenpc_physicsflyer.cpp b/game/server/ai_basenpc_physicsflyer.cpp new file mode 100644 index 0000000..96ce265 --- /dev/null +++ b/game/server/ai_basenpc_physicsflyer.cpp @@ -0,0 +1,382 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Base class for many flying NPCs +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "ai_basenpc_physicsflyer.h" +#include "ai_route.h" +#include "ai_navigator.h" +#include "ai_motor.h" +#include "physics_saverestore.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +BEGIN_DATADESC( CAI_BasePhysicsFlyingBot ) + + DEFINE_FIELD( m_vCurrentVelocity, FIELD_VECTOR), + DEFINE_FIELD( m_vCurrentBanking, FIELD_VECTOR), + DEFINE_FIELD( m_vNoiseMod, FIELD_VECTOR), + DEFINE_FIELD( m_fHeadYaw, FIELD_FLOAT), + DEFINE_FIELD( m_vLastPatrolDir, FIELD_VECTOR), + + DEFINE_PHYSPTR( m_pMotionController ), + +END_DATADESC() + + +//------------------------------------------------------------------------------ +// Purpose : Override to return correct velocity +// Input : +// Output : +//------------------------------------------------------------------------------ +void CAI_BasePhysicsFlyingBot::GetVelocity(Vector *vVelocity, AngularImpulse *vAngVelocity) +{ + Assert( GetMoveType() == MOVETYPE_VPHYSICS ); + if ( VPhysicsGetObject() ) + { + VPhysicsGetObject()->GetVelocity( vVelocity, vAngVelocity ); + } + else + { + if ( vVelocity ) + { + vVelocity->Init(); + } + if ( vAngVelocity ) + { + vAngVelocity->Init(); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: Turn head yaw into facing direction +// Input : +// Output : +//----------------------------------------------------------------------------- +QAngle CAI_BasePhysicsFlyingBot::BodyAngles() +{ + return QAngle(0,m_fHeadYaw,0); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +void CAI_BasePhysicsFlyingBot::TurnHeadToTarget(float flInterval, const Vector &MoveTarget ) +{ + float desYaw = UTIL_AngleDiff(VecToYaw(MoveTarget - GetLocalOrigin()), 0 ); + + m_fHeadYaw = desYaw; + + return; + + // If I've flipped completely around, reverse angles + float fYawDiff = m_fHeadYaw - desYaw; + if (fYawDiff > 180) + { + m_fHeadYaw -= 360; + } + else if (fYawDiff < -180) + { + m_fHeadYaw += 360; + } + + // RIGHT NOW, this affects every flying bot. This rate should be member data that individuals + // can manipulate. THIS change for MANHACKS E3 2003 (sjb) + float iRate = 0.8; + + // Make frame rate independent + float timeToUse = flInterval; + while (timeToUse > 0) + { + m_fHeadYaw = (iRate * m_fHeadYaw) + (1-iRate)*desYaw; + timeToUse -= 0.1; + } + + while( m_fHeadYaw > 360 ) + { + m_fHeadYaw -= 360.0f; + } + + while( m_fHeadYaw < 0 ) + { + m_fHeadYaw += 360.f; + } + + // SetBoneController( 0, m_fHeadYaw ); +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +float CAI_BasePhysicsFlyingBot::MinGroundDist(void) +{ + return 0; +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +Vector CAI_BasePhysicsFlyingBot::VelocityToAvoidObstacles(float flInterval) +{ + // -------------------------------- + // Avoid banging into stuff + // -------------------------------- + trace_t tr; + Vector vTravelDir = m_vCurrentVelocity*flInterval; + Vector endPos = GetAbsOrigin() + vTravelDir; + AI_TraceEntity( this, GetAbsOrigin(), endPos, MASK_NPCSOLID|CONTENTS_WATER, &tr); + if (tr.fraction != 1.0) + { + // Bounce off in normal + Vector vBounce = tr.plane.normal * 0.5 * m_vCurrentVelocity.Length(); + return (vBounce); + } + + // -------------------------------- + // Try to remain above the ground. + // -------------------------------- + float flMinGroundDist = MinGroundDist(); + AI_TraceLine(GetAbsOrigin(), GetAbsOrigin() + Vector(0, 0, -flMinGroundDist), + MASK_NPCSOLID_BRUSHONLY|CONTENTS_WATER, this, COLLISION_GROUP_NONE, &tr); + if (tr.fraction < 1) + { + // Clamp veloctiy + if (tr.fraction < 0.1) + { + tr.fraction = 0.1; + } + + return Vector(0, 0, 50/tr.fraction); + } + return vec3_origin; +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CAI_BasePhysicsFlyingBot::StartTask( const Task_t *pTask ) +{ + switch (pTask->iTask) + { + // Skip as done via bone controller + case TASK_FACE_ENEMY: + { + TaskComplete(); + break; + } + // Activity is just idle (have no run) + case TASK_RUN_PATH: + { + GetNavigator()->SetMovementActivity(ACT_IDLE); + TaskComplete(); + break; + } + // Don't check for run/walk activity + case TASK_SCRIPT_RUN_TO_TARGET: + case TASK_SCRIPT_WALK_TO_TARGET: + { + if (GetTarget() == NULL) + { + TaskFail(FAIL_NO_TARGET); + } + else + { + if (!GetNavigator()->SetGoal( GOALTYPE_TARGETENT ) ) + { + TaskFail(FAIL_NO_ROUTE); + GetNavigator()->ClearGoal(); + } + } + TaskComplete(); + break; + } + // Override to get more to get a directional path + case TASK_GET_PATH_TO_RANDOM_NODE: + { + if ( GetNavigator()->SetRandomGoal( pTask->flTaskData, m_vLastPatrolDir ) ) + TaskComplete(); + else + TaskFail(FAIL_NO_REACHABLE_NODE); + break; + } + default: + { + BaseClass::StartTask(pTask); + } + } +} + +//------------------------------------------------------------------------------ + +void CAI_BasePhysicsFlyingBot::MoveToTarget(float flInterval, const Vector &MoveTarget) +{ + Assert(0); // This must be overridden in the leaf classes +} + +//------------------------------------------------------------------------------ + +AI_NavPathProgress_t CAI_BasePhysicsFlyingBot::ProgressFlyPath( + float flInterval, + const CBaseEntity *pNewTarget, + unsigned collisionMask, + bool bNewTrySimplify, + float strictPointTolerance) +{ + AI_ProgressFlyPathParams_t params( collisionMask ); + params.strictPointTolerance = strictPointTolerance; + params.SetCurrent( pNewTarget, bNewTrySimplify ); + + AI_NavPathProgress_t progress = GetNavigator()->ProgressFlyPath( params ); + + switch ( progress ) + { + case AINPP_NO_CHANGE: + case AINPP_ADVANCED: + { + MoveToTarget(flInterval, GetNavigator()->GetCurWaypointPos()); + break; + } + + case AINPP_COMPLETE: + { + TaskMovementComplete(); + break; + } + + case AINPP_BLOCKED: // function is not supposed to test blocking, just simple path progression + default: + { + AssertMsg( 0, ( "Unexpected result" ) ); + break; + } + } + + return progress; +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +CAI_BasePhysicsFlyingBot::CAI_BasePhysicsFlyingBot() +{ +#ifdef _DEBUG + m_vCurrentVelocity.Init(); + m_vCurrentBanking.Init(); + m_vLastPatrolDir.Init(); +#endif +} + + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +CAI_BasePhysicsFlyingBot::~CAI_BasePhysicsFlyingBot( void ) +{ + physenv->DestroyMotionController( m_pMotionController ); +} + + +//----------------------------------------------------------------------------- +// Purpose: +// +// +//----------------------------------------------------------------------------- +bool CAI_BasePhysicsFlyingBot::CreateVPhysics( void ) +{ + // Create the object in the physics system + IPhysicsObject *pPhysicsObject = VPhysicsInitNormal( SOLID_BBOX, FSOLID_NOT_STANDABLE, false ); + + m_pMotionController = physenv->CreateMotionController( this ); + m_pMotionController->AttachObject( pPhysicsObject, true ); + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pTarget - +// &chasePosition - +//----------------------------------------------------------------------------- +void CAI_BasePhysicsFlyingBot::TranslateNavGoal( CBaseEntity *pTarget, Vector &chasePosition ) +{ + Assert( pTarget != NULL ); + + if ( pTarget == NULL ) + { + chasePosition = vec3_origin; + return; + } + + // Chase their eyes + chasePosition = pTarget->GetAbsOrigin() + pTarget->GetViewOffset(); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pController - +// *pObject - +// deltaTime - +// &linear - +// &angular - +// Output : IMotionEvent::simresult_e +//----------------------------------------------------------------------------- +IMotionEvent::simresult_e CAI_BasePhysicsFlyingBot::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ) +{ + static int count; + + IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); + // Assert( pPhysicsObject ); + if (!pPhysicsObject) + return SIM_NOTHING; + + // move + Vector actualVelocity; + AngularImpulse actualAngularVelocity; + pPhysicsObject->GetVelocity( &actualVelocity, &actualAngularVelocity ); + linear = (m_vCurrentVelocity - actualVelocity) * (0.1 / deltaTime) * 10.0; + + /* + DevMsg("Sim %d : %5.1f %5.1f %5.1f\n", count++, + m_vCurrentVelocity.x - actualVelocity.x, + m_vCurrentVelocity.y - actualVelocity.y, + m_vCurrentVelocity.z - actualVelocity.z ); + */ + + // do angles. + Vector actualPosition; + QAngle actualAngles; + pPhysicsObject->GetPosition( &actualPosition, &actualAngles ); + + // FIXME: banking currently disabled, forces simple upright posture + angular.x = (UTIL_AngleDiff( m_vCurrentBanking.z, actualAngles.z ) - actualAngularVelocity.x) * (1 / deltaTime); + angular.y = (UTIL_AngleDiff( m_vCurrentBanking.x, actualAngles.x ) - actualAngularVelocity.y) * (1 / deltaTime); + + // turn toward target + angular.z = UTIL_AngleDiff( m_fHeadYaw, actualAngles.y + actualAngularVelocity.z * 0.1 ) * (1 / deltaTime); + + // angular = m_vCurrentAngularVelocity - actualAngularVelocity; + + // DevMsg("Sim %d : %.1f %.1f %.1f (%.1f)\n", count++, actualAngles.x, actualAngles.y, actualAngles.z, m_fHeadYaw ); + + // FIXME: remove the stuff from MoveExecute(); + // FIXME: check MOVE? + + ClampMotorForces( linear, angular ); + + return SIM_GLOBAL_ACCELERATION; // on my local axis. SIM_GLOBAL_ACCELERATION +} + |