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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef AI_BLENDED_MOVEMENT_H
+#define AI_BLENDED_MOVEMENT_H
+
+#include "ai_basenpc.h"
+#include "ai_motor.h"
+#include "ai_navigator.h"
+
+struct AI_Waypoint_t;
+
+//-----------------------------------------------------------------------------
+// CLASS: CAI_BlendedMotor
+//
+// Purpose: Home of fancy human animation transition code
+//
+//-----------------------------------------------------------------------------
+
+class CAI_BlendedMotor : public CAI_Motor
+{
+ typedef CAI_Motor BaseClass;
+public:
+ CAI_BlendedMotor( CAI_BaseNPC *pOuter )
+ : BaseClass( pOuter )
+ {
+ m_iPrimaryLayer = -1;
+ m_nPrimarySequence = ACT_INVALID;
+
+ m_iSecondaryLayer = -1;
+ m_nSecondarySequence = ACT_INVALID;
+ m_flSecondaryWeight = 0.0f;
+
+ m_nSavedGoalActivity = ACT_INVALID;
+ m_nSavedTranslatedGoalActivity = ACT_INVALID;
+ m_nGoalSequence = ACT_INVALID;
+
+ m_nPrevMovementSequence = ACT_INVALID;
+ m_nInteriorSequence = ACT_INVALID;
+
+ m_bDeceleratingToGoal = false;
+
+ m_flStartCycle = 0.0f;
+
+ m_flPredictiveSpeedAdjust = 1.0f;
+ m_flReactiveSpeedAdjust = 1.0f;
+ m_vecPrevOrigin1.Init();
+ m_vecPrevOrigin2.Init();
+
+ m_prevYaw = 0.0f;
+ m_doTurn = 0.0f;
+ m_doLeft = 0.0f;
+ m_doRight = 0.0f;
+ m_flNextTurnAct = 0.0f;
+ }
+
+ void MoveClimbStart( const Vector &climbDest, const Vector &climbDir, float climbDist, float yaw );
+ void MoveJumpStart( const Vector &velocity );
+
+ void ResetMoveCalculations();
+ void MoveStart();
+ void ResetGoalSequence();
+ void MoveStop();
+ void MovePaused();
+ void MoveContinue();
+
+ float OverrideMaxYawSpeed( Activity activity );
+ void UpdateYaw( int speed );
+ void RecalculateYawSpeed();
+
+ bool IsDeceleratingToGoal() const { return m_bDeceleratingToGoal; }
+ float GetMoveScriptTotalTime();
+
+ void MaintainTurnActivity( void );
+ bool AddTurnGesture( float flYD );
+
+
+private:
+ AIMotorMoveResult_t MoveGroundExecute( const AILocalMoveGoal_t &move, AIMoveTrace_t *pTraceResult );
+ AIMotorMoveResult_t MoveFlyExecute( const AILocalMoveGoal_t &move, AIMoveTrace_t *pTraceResult );
+
+
+ // --------------------------------
+
+ void BuildMoveScript( const AILocalMoveGoal_t &move, AIMoveTrace_t *pTraceResult );
+
+ void BuildVelocityScript( const AILocalMoveGoal_t &move );
+ void InsertSlowdown( float distToObstruction, float idealAccel, bool bAlwaysSlowdown );
+
+ int BuildTurnScript( int i, int j );
+ void BuildTurnScript( const AILocalMoveGoal_t &move );
+ int BuildInsertNode( int i, float flTime );
+
+ Activity GetTransitionActivity( void );
+
+ // --------------------------------
+
+ // helpers to simplify code
+ float GetCycle() { return GetOuter()->GetCycle(); }
+ int AddLayeredSequence( int sequence, int iPriority ) { return GetOuter()->AddLayeredSequence( sequence, iPriority ); }
+ void SetLayerWeight( int iLayer, float flWeight ) { GetOuter()->SetLayerWeight( iLayer, flWeight ); }
+ void SetLayerPlaybackRate( int iLayer, float flPlaybackRate ) { GetOuter()->SetLayerPlaybackRate( iLayer, flPlaybackRate ); }
+ void SetLayerNoRestore( int iLayer, bool bNoRestore ) { GetOuter()->SetLayerNoRestore( iLayer, bNoRestore ); }
+ void SetLayerCycle( int iLayer, float flCycle ) { GetOuter()->SetLayerCycle( iLayer, flCycle ); }
+ void SetLayerCycle( int iLayer, float flCycle, float flPrevCycle ) { GetOuter()->SetLayerCycle( iLayer, flCycle, flPrevCycle ); }
+ void RemoveLayer( int iLayer, float flKillRate, float flKillDelay ) { GetOuter()->RemoveLayer( iLayer, flKillRate, flKillDelay ); }
+
+ // --------------------------------
+
+ struct AI_Movementscript_t
+ {
+ public:
+ AI_Movementscript_t( )
+ {
+ Init( );
+ };
+
+ void Init( void )
+ {
+ memset( this, 0, sizeof(*this) );
+ };
+
+ float flTime; // time till next entry
+ float flElapsedTime; // time since first entry
+
+ float flDist; // distance to next entry
+
+ float flMaxVelocity;
+
+ // float flVelocity;
+
+ float flYaw;
+ float flAngularVelocity;
+
+ bool bLooping;
+ int nFlags;
+
+ AI_Waypoint_t *pWaypoint;
+
+ public:
+ AI_Movementscript_t *pNext;
+ AI_Movementscript_t *pPrev;
+
+ Vector vecLocation;
+
+ };
+
+ //---------------------------------
+
+ CUtlVector<AI_Movementscript_t> m_scriptMove;
+ CUtlVector<AI_Movementscript_t> m_scriptTurn;
+
+ //---------------------------------
+
+ bool m_bDeceleratingToGoal;
+
+ int m_iPrimaryLayer;
+ int m_iSecondaryLayer;
+
+ int m_nPrimarySequence;
+ int m_nSecondarySequence;
+ float m_flSecondaryWeight;
+
+ Activity m_nSavedGoalActivity;
+ Activity m_nSavedTranslatedGoalActivity;
+ int m_nGoalSequence;
+
+ int m_nPrevMovementSequence;
+ int m_nInteriorSequence;
+
+ float m_flStartCycle;
+
+ float m_flCurrRate;
+
+ float m_flPredictiveSpeedAdjust; // predictive speed adjust from probing slope
+ float m_flReactiveSpeedAdjust; // reactive speed adjust when slope movement detected
+ Vector m_vecPrevOrigin1;
+ Vector m_vecPrevOrigin2;
+
+ //---------------------------------
+
+ float m_flNextTurnGesture; // next time for large turn gesture
+
+ //---------------------------------
+ float m_prevYaw;
+ float m_doTurn;
+ float m_doLeft;
+ float m_doRight;
+ float m_flNextTurnAct; // next time for small turn gesture
+
+
+ float GetMoveScriptDist( float &flNewSpeed );
+ float GetMoveScriptYaw( void );
+ void SetMoveScriptAnim( float flNewSpeed );
+
+ int GetInteriorSequence( int fromSequence );
+
+ DECLARE_SIMPLE_DATADESC();
+};
+
+//-----------------------------------------------------------------------------
+// CLASS: CAI_BlendingHost
+//
+// Purpose: Bridge to the home of fancy human animation transition code
+//
+//-----------------------------------------------------------------------------
+
+template <class BASE_NPC>
+class CAI_BlendingHost : public BASE_NPC
+{
+ DECLARE_CLASS_NOFRIEND( CAI_BlendingHost, BASE_NPC );
+public:
+ const CAI_BlendedMotor *GetBlendedMotor() const { return assert_cast<const CAI_BlendedMotor *>(this->GetMotor()); }
+ CAI_BlendedMotor * GetBlendedMotor() { return assert_cast<CAI_BlendedMotor *>(this->GetMotor()); }
+
+ CAI_Motor *CreateMotor()
+ {
+ MEM_ALLOC_CREDIT();
+ return new CAI_BlendedMotor( this );
+ }
+
+ CAI_Navigator *CreateNavigator()
+ {
+ CAI_Navigator *pNavigator = BaseClass::CreateNavigator();
+ pNavigator->SetValidateActivitySpeed( false );
+ return pNavigator;
+ }
+
+ float MaxYawSpeed( void )
+ {
+ float override = GetBlendedMotor()->OverrideMaxYawSpeed( this->GetActivity() );
+ if ( override != -1 )
+ return override;
+ return BaseClass::MaxYawSpeed();
+ }
+
+ float GetTimeToNavGoal()
+ {
+ float result = GetBlendedMotor()->GetMoveScriptTotalTime();
+ if ( result != -1 )
+ return result;
+ return BaseClass::GetTimeToNavGoal();
+ }
+
+};
+
+//-------------------------------------
+// to simplify basic usage:
+class CAI_BlendedNPC : public CAI_BlendingHost<CAI_BaseNPC>
+{
+ DECLARE_CLASS( CAI_BlendedNPC, CAI_BlendingHost<CAI_BaseNPC> );
+};
+
+//-----------------------------------------------------------------------------
+
+#endif