aboutsummaryrefslogtreecommitdiff
path: root/sp/src/game/server/ai_basenpc_physicsflyer.cpp
diff options
context:
space:
mode:
authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /sp/src/game/server/ai_basenpc_physicsflyer.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'sp/src/game/server/ai_basenpc_physicsflyer.cpp')
-rw-r--r--sp/src/game/server/ai_basenpc_physicsflyer.cpp382
1 files changed, 382 insertions, 0 deletions
diff --git a/sp/src/game/server/ai_basenpc_physicsflyer.cpp b/sp/src/game/server/ai_basenpc_physicsflyer.cpp
new file mode 100644
index 00000000..44f51667
--- /dev/null
+++ b/sp/src/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
+}
+