diff options
Diffstat (limited to 'game/server/tf/bot_npc/bot_npc_body.cpp')
| -rw-r--r-- | game/server/tf/bot_npc/bot_npc_body.cpp | 153 |
1 files changed, 153 insertions, 0 deletions
diff --git a/game/server/tf/bot_npc/bot_npc_body.cpp b/game/server/tf/bot_npc/bot_npc_body.cpp new file mode 100644 index 0000000..3d6ce8e --- /dev/null +++ b/game/server/tf/bot_npc/bot_npc_body.cpp @@ -0,0 +1,153 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +#include "cbase.h" + +#include "NextBot.h" +//#include "bot_npc.h" +#include "bot_npc_body.h" + +//------------------------------------------------------------------------------------------- +CBotNPCBody::CBotNPCBody( INextBot *bot ) : IBody( bot ) +{ + m_moveXPoseParameter = -1; + m_moveYPoseParameter = -1; + m_currentActivity = -1; + m_desiredAimAngles = vec3_angle; +} + + +//------------------------------------------------------------------------------------------- +bool CBotNPCBody::StartActivity( Activity act, unsigned int flags ) +{ + NextBotCombatCharacter *me = (NextBotCombatCharacter *)GetBot()->GetEntity(); + + int animSequence = ::SelectWeightedSequence( me->GetModelPtr(), act, me->GetSequence() ); + + if ( animSequence ) + { + m_currentActivity = act; + me->SetSequence( animSequence ); + me->SetPlaybackRate( 1.0f ); + me->SetCycle( 0 ); + me->ResetSequenceInfo(); + + return true; + } + + return false; +} + + +//------------------------------------------------------------------------------------------- +void CBotNPCBody::Update( void ) +{ + NextBotCombatCharacter *me = (NextBotCombatCharacter *)GetBot()->GetEntity(); + + if ( m_moveXPoseParameter < 0 ) + { + m_moveXPoseParameter = me->LookupPoseParameter( "move_x" ); + } + + if ( m_moveYPoseParameter < 0 ) + { + m_moveYPoseParameter = me->LookupPoseParameter( "move_y" ); + } + + + // Update the pose parameters + float speed = me->GetLocomotionInterface()->GetGroundSpeed(); // me->GetAbsVelocity().Length(); + + if ( speed < 0.01f ) + { + // stopped + if ( m_moveXPoseParameter >= 0 ) + { + me->SetPoseParameter( m_moveXPoseParameter, 0.0f ); + } + + if ( m_moveYPoseParameter >= 0 ) + { + me->SetPoseParameter( m_moveYPoseParameter, 0.0f ); + } + } + else + { + Vector forward, right, up; + me->GetVectors( &forward, &right, &up ); + + const Vector &motionVector = me->GetLocomotionInterface()->GetGroundMotionVector(); + + // move_x == 1.0 at full forward motion and -1.0 in full reverse + if ( m_moveXPoseParameter >= 0 ) + { + float forwardVel = DotProduct( motionVector, forward ); + + me->SetPoseParameter( m_moveXPoseParameter, forwardVel ); + } + + if ( m_moveYPoseParameter >= 0 ) + { + float sideVel = DotProduct( motionVector, right ); + + me->SetPoseParameter( m_moveYPoseParameter, sideVel ); + } + } + + // adjust animation speed to actual movement speed + if ( me->m_flGroundSpeed > 0.0f ) + { + // Clamp playback rate to avoid datatable warnings. Anything faster would look silly, anyway. + float playbackRate = clamp( speed / me->m_flGroundSpeed, -4.f, 12.f ); + me->SetPlaybackRate( playbackRate ); + } + + // move the animation ahead in time + me->StudioFrameAdvance(); + me->DispatchAnimEvents( me ); + + // update aim angles + QAngle currentAngles = me->GetAbsAngles(); + + QAngle angles; + const float approachRate = GetMaxHeadAngularVelocity(); // 3000.0f; + angles.y = ApproachAngle( m_desiredAimAngles.y, currentAngles.y, approachRate * TICK_INTERVAL ); + angles.x = ApproachAngle( m_desiredAimAngles.x, currentAngles.x, 0.5f * approachRate * TICK_INTERVAL ); + angles.z = 0.0f; + + angles.x = AngleNormalize( angles.x ); + angles.y = AngleNormalize( angles.y ); + + me->SetAbsAngles( angles ); +} + + +//--------------------------------------------------------------------------------------------- +// return the bot's collision mask (hack until we get a general hull trace abstraction here or in the locomotion interface) +unsigned int CBotNPCBody::GetSolidMask( void ) const +{ + return MASK_NPCSOLID | CONTENTS_PLAYERCLIP; +} + + +//--------------------------------------------------------------------------------------------- +void CBotNPCBody::AimHeadTowards( const Vector &lookAtPos, LookAtPriorityType priority, float duration, INextBotReply *replyWhenAimed, const char *reason ) +{ + CBaseCombatCharacter *me = GetBot()->GetEntity(); + + Vector toTarget = lookAtPos - me->WorldSpaceCenter(); + VectorAngles( toTarget, m_desiredAimAngles ); +} + + +//--------------------------------------------------------------------------------------------- +void CBotNPCBody::AimHeadTowards( CBaseEntity *subject, LookAtPriorityType priority, float duration, INextBotReply *replyWhenAimed, const char *reason ) +{ + if ( !subject ) + return; + + CBaseCombatCharacter *me = GetBot()->GetEntity(); + + Vector toTarget = subject->WorldSpaceCenter() - me->WorldSpaceCenter(); + + QAngle angles; + VectorAngles( toTarget, m_desiredAimAngles ); +} |