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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/ai_basenpc_flyer.cpp
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/ai_basenpc_flyer.cpp')
-rw-r--r--mp/src/game/server/ai_basenpc_flyer.cpp526
1 files changed, 263 insertions, 263 deletions
diff --git a/mp/src/game/server/ai_basenpc_flyer.cpp b/mp/src/game/server/ai_basenpc_flyer.cpp
index 6a025a2a..f09f3276 100644
--- a/mp/src/game/server/ai_basenpc_flyer.cpp
+++ b/mp/src/game/server/ai_basenpc_flyer.cpp
@@ -1,263 +1,263 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Base class for many flying NPCs
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#include "cbase.h"
-#include "ai_basenpc_flyer.h"
-#include "ai_route.h"
-#include "ai_navigator.h"
-#include "ai_motor.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-BEGIN_DATADESC( CAI_BaseFlyingBot )
-
- DEFINE_FIELD( m_vCurrentVelocity, FIELD_VECTOR),
- DEFINE_FIELD( m_vCurrentAngularVelocity, 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),
-
-END_DATADESC()
-
-
-//------------------------------------------------------------------------------
-// Purpose : Override to return correct velocity
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-void CAI_BaseFlyingBot::GetVelocity(Vector *vVelocity, AngularImpulse *vAngVelocity)
-{
- if (vVelocity != NULL)
- {
- VectorCopy(m_vCurrentVelocity,*vVelocity);
- }
- if (vAngVelocity != NULL)
- {
- QAngle tmp = GetLocalAngularVelocity();
- QAngleToAngularImpulse( tmp, *vAngVelocity );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Turn head yaw into facing direction
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-QAngle CAI_BaseFlyingBot::BodyAngles()
-{
- return QAngle(0,m_fHeadYaw,0);
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-void CAI_BaseFlyingBot::TurnHeadToTarget(float flInterval, const Vector &MoveTarget )
-{
- float flDestYaw = VecToYaw( MoveTarget - GetLocalOrigin() );
-
- float newYaw = AI_ClampYaw( GetHeadTurnRate() * 10.0f, m_fHeadYaw, flDestYaw, gpGlobals->curtime - GetLastThink() );
-
- if ( newYaw != m_fHeadYaw )
- {
- m_fHeadYaw = newYaw;
- }
-
- // Set us to face that way
- SetBoneController( 0, m_fHeadYaw );
-}
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-float CAI_BaseFlyingBot::MinGroundDist(void)
-{
- return 0;
-}
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-Vector CAI_BaseFlyingBot::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_BaseFlyingBot::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_BaseFlyingBot::MoveToTarget(float flInterval, const Vector &MoveTarget)
-{
- Assert(0); // This must be overridden in the leaf classes
-}
-
-//------------------------------------------------------------------------------
-
-AI_NavPathProgress_t CAI_BaseFlyingBot::ProgressFlyPath(
- float flInterval,
- const CBaseEntity *pNewTarget,
- unsigned collisionMask,
- bool bNewTrySimplify,
- float strictPointTolerance)
-{
- AI_ProgressFlyPathParams_t params( collisionMask, 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 : *pTarget -
-// &chasePosition -
-//-----------------------------------------------------------------------------
-void CAI_BaseFlyingBot::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 :
-// Output :
-//------------------------------------------------------------------------------
-CAI_BaseFlyingBot::CAI_BaseFlyingBot()
-{
-#ifdef _DEBUG
- m_vCurrentVelocity.Init();
- m_vCurrentBanking.Init();
- m_vLastPatrolDir.Init();
-#endif
-}
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Base class for many flying NPCs
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "ai_basenpc_flyer.h"
+#include "ai_route.h"
+#include "ai_navigator.h"
+#include "ai_motor.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+BEGIN_DATADESC( CAI_BaseFlyingBot )
+
+ DEFINE_FIELD( m_vCurrentVelocity, FIELD_VECTOR),
+ DEFINE_FIELD( m_vCurrentAngularVelocity, 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),
+
+END_DATADESC()
+
+
+//------------------------------------------------------------------------------
+// Purpose : Override to return correct velocity
+// Input :
+// Output :
+//------------------------------------------------------------------------------
+void CAI_BaseFlyingBot::GetVelocity(Vector *vVelocity, AngularImpulse *vAngVelocity)
+{
+ if (vVelocity != NULL)
+ {
+ VectorCopy(m_vCurrentVelocity,*vVelocity);
+ }
+ if (vAngVelocity != NULL)
+ {
+ QAngle tmp = GetLocalAngularVelocity();
+ QAngleToAngularImpulse( tmp, *vAngVelocity );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Turn head yaw into facing direction
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+QAngle CAI_BaseFlyingBot::BodyAngles()
+{
+ return QAngle(0,m_fHeadYaw,0);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+void CAI_BaseFlyingBot::TurnHeadToTarget(float flInterval, const Vector &MoveTarget )
+{
+ float flDestYaw = VecToYaw( MoveTarget - GetLocalOrigin() );
+
+ float newYaw = AI_ClampYaw( GetHeadTurnRate() * 10.0f, m_fHeadYaw, flDestYaw, gpGlobals->curtime - GetLastThink() );
+
+ if ( newYaw != m_fHeadYaw )
+ {
+ m_fHeadYaw = newYaw;
+ }
+
+ // Set us to face that way
+ SetBoneController( 0, m_fHeadYaw );
+}
+
+//------------------------------------------------------------------------------
+// Purpose :
+// Input :
+// Output :
+//------------------------------------------------------------------------------
+float CAI_BaseFlyingBot::MinGroundDist(void)
+{
+ return 0;
+}
+
+//------------------------------------------------------------------------------
+// Purpose :
+// Input :
+// Output :
+//------------------------------------------------------------------------------
+Vector CAI_BaseFlyingBot::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_BaseFlyingBot::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_BaseFlyingBot::MoveToTarget(float flInterval, const Vector &MoveTarget)
+{
+ Assert(0); // This must be overridden in the leaf classes
+}
+
+//------------------------------------------------------------------------------
+
+AI_NavPathProgress_t CAI_BaseFlyingBot::ProgressFlyPath(
+ float flInterval,
+ const CBaseEntity *pNewTarget,
+ unsigned collisionMask,
+ bool bNewTrySimplify,
+ float strictPointTolerance)
+{
+ AI_ProgressFlyPathParams_t params( collisionMask, 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 : *pTarget -
+// &chasePosition -
+//-----------------------------------------------------------------------------
+void CAI_BaseFlyingBot::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 :
+// Output :
+//------------------------------------------------------------------------------
+CAI_BaseFlyingBot::CAI_BaseFlyingBot()
+{
+#ifdef _DEBUG
+ m_vCurrentVelocity.Init();
+ m_vCurrentBanking.Init();
+ m_vLastPatrolDir.Init();
+#endif
+}