From 39ed87570bdb2f86969d4be821c94b722dc71179 Mon Sep 17 00:00:00 2001 From: Joe Ludwig Date: Wed, 26 Jun 2013 15:22:04 -0700 Subject: First version of the SOurce SDK 2013 --- mp/src/game/server/ai_baseactor.cpp | 1932 +++++++++++++++++++++++++++++++++++ 1 file changed, 1932 insertions(+) create mode 100644 mp/src/game/server/ai_baseactor.cpp (limited to 'mp/src/game/server/ai_baseactor.cpp') diff --git a/mp/src/game/server/ai_baseactor.cpp b/mp/src/game/server/ai_baseactor.cpp new file mode 100644 index 00000000..6a21eb86 --- /dev/null +++ b/mp/src/game/server/ai_baseactor.cpp @@ -0,0 +1,1932 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" + +#include "sceneentity.h" +#include "choreoevent.h" +#include "choreoscene.h" +#include "choreoactor.h" +#include "ai_baseactor.h" +#include "ai_navigator.h" +#include "saverestore_utlvector.h" +#include "bone_setup.h" +#include "physics_npc_solver.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +ConVar flex_minplayertime( "flex_minplayertime", "5" ); +ConVar flex_maxplayertime( "flex_maxplayertime", "7" ); +ConVar flex_minawaytime( "flex_minawaytime", "0.5" ); +ConVar flex_maxawaytime( "flex_maxawaytime", "1.0" ); +ConVar ai_debug_looktargets( "ai_debug_looktargets", "0" ); +ConVar ai_debug_expressions( "ai_debug_expressions", "0", FCVAR_NONE, "Show random expression decisions for NPCs." ); +static ConVar scene_showfaceto( "scene_showfaceto", "0", FCVAR_ARCHIVE, "When playing back, show the directions of faceto events." ); + + +BEGIN_DATADESC( CAI_BaseActor ) + + DEFINE_FIELD( m_fLatchedPositions, FIELD_INTEGER ), + DEFINE_FIELD( m_latchedEyeOrigin, FIELD_VECTOR ), + DEFINE_FIELD( m_latchedEyeDirection, FIELD_VECTOR ), + DEFINE_FIELD( m_latchedHeadDirection, FIELD_VECTOR ), + DEFINE_FIELD( m_goalHeadDirection, FIELD_VECTOR ), + DEFINE_FIELD( m_goalHeadInfluence, FIELD_FLOAT ), + DEFINE_FIELD( m_goalSpineYaw, FIELD_FLOAT ), + DEFINE_FIELD( m_goalBodyYaw, FIELD_FLOAT ), + DEFINE_FIELD( m_goalHeadCorrection, FIELD_VECTOR ), + DEFINE_FIELD( m_flBlinktime, FIELD_TIME ), + DEFINE_FIELD( m_hLookTarget, FIELD_EHANDLE ), + DEFINE_UTLVECTOR( m_lookQueue, FIELD_EMBEDDED ), + DEFINE_UTLVECTOR( m_randomLookQueue, FIELD_EMBEDDED ), + DEFINE_UTLVECTOR( m_syntheticLookQueue, FIELD_EMBEDDED ), + DEFINE_FIELD( m_flNextRandomLookTime, FIELD_TIME ), + DEFINE_FIELD( m_iszExpressionScene, FIELD_STRING ), + DEFINE_FIELD( m_hExpressionSceneEnt, FIELD_EHANDLE ), + DEFINE_FIELD( m_flNextRandomExpressionTime, FIELD_TIME ), + DEFINE_FIELD( m_iszIdleExpression, FIELD_STRING ), + DEFINE_FIELD( m_iszAlertExpression, FIELD_STRING ), + DEFINE_FIELD( m_iszCombatExpression, FIELD_STRING ), + DEFINE_FIELD( m_iszDeathExpression, FIELD_STRING ), + //DEFINE_FIELD( m_ParameterBodyTransY, FIELD_INTEGER ), + //DEFINE_FIELD( m_ParameterBodyTransX, FIELD_INTEGER ), + //DEFINE_FIELD( m_ParameterBodyLift, FIELD_INTEGER ), + DEFINE_FIELD( m_ParameterBodyYaw, FIELD_INTEGER ), + //DEFINE_FIELD( m_ParameterBodyPitch, FIELD_INTEGER ), + //DEFINE_FIELD( m_ParameterBodyRoll, FIELD_INTEGER ), + DEFINE_FIELD( m_ParameterSpineYaw, FIELD_INTEGER ), + //DEFINE_FIELD( m_ParameterSpinePitch, FIELD_INTEGER ), + //DEFINE_FIELD( m_ParameterSpineRoll, FIELD_INTEGER ), + DEFINE_FIELD( m_ParameterNeckTrans, FIELD_INTEGER ), + DEFINE_FIELD( m_ParameterHeadYaw, FIELD_INTEGER ), + DEFINE_FIELD( m_ParameterHeadPitch, FIELD_INTEGER ), + DEFINE_FIELD( m_ParameterHeadRoll, FIELD_INTEGER ), + //DEFINE_FIELD( m_FlexweightMoveRightLeft, FIELD_INTEGER ), + //DEFINE_FIELD( m_FlexweightMoveForwardBack, FIELD_INTEGER ), + //DEFINE_FIELD( m_FlexweightMoveUpDown, FIELD_INTEGER ), + DEFINE_FIELD( m_FlexweightBodyRightLeft, FIELD_INTEGER ), + //DEFINE_FIELD( m_FlexweightBodyUpDown, FIELD_INTEGER ), + //DEFINE_FIELD( m_FlexweightBodyTilt, FIELD_INTEGER ), + DEFINE_FIELD( m_FlexweightChestRightLeft, FIELD_INTEGER ), + //DEFINE_FIELD( m_FlexweightChestUpDown, FIELD_INTEGER ), + //DEFINE_FIELD( m_FlexweightChestTilt, FIELD_INTEGER ), + DEFINE_FIELD( m_FlexweightHeadForwardBack, FIELD_INTEGER ), + DEFINE_FIELD( m_FlexweightHeadRightLeft, FIELD_INTEGER ), + DEFINE_FIELD( m_FlexweightHeadUpDown, FIELD_INTEGER ), + DEFINE_FIELD( m_FlexweightHeadTilt, FIELD_INTEGER ), + + DEFINE_FIELD( m_ParameterGestureHeight, FIELD_INTEGER ), + DEFINE_FIELD( m_ParameterGestureWidth, FIELD_INTEGER ), + DEFINE_FIELD( m_FlexweightGestureUpDown, FIELD_INTEGER ), + DEFINE_FIELD( m_FlexweightGestureRightLeft, FIELD_INTEGER ), + DEFINE_FIELD( m_flAccumYawDelta, FIELD_FLOAT ), + DEFINE_FIELD( m_flAccumYawScale, FIELD_FLOAT ), + + DEFINE_ARRAY( m_flextarget, FIELD_FLOAT, 64 ), + + DEFINE_KEYFIELD( m_bDontUseSemaphore, FIELD_BOOLEAN, "DontUseSpeechSemaphore" ), + + DEFINE_KEYFIELD( m_iszExpressionOverride, FIELD_STRING, "ExpressionOverride" ), + + DEFINE_EMBEDDEDBYREF( m_pExpresser ), + + DEFINE_INPUTFUNC( FIELD_STRING, "SetExpressionOverride", InputSetExpressionOverride ), + +END_DATADESC() + + +BEGIN_SIMPLE_DATADESC( CAI_InterestTarget_t ) + DEFINE_FIELD( m_eType, FIELD_INTEGER ), + DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ), + DEFINE_FIELD( m_vecPosition, FIELD_POSITION_VECTOR ), + DEFINE_FIELD( m_flStartTime, FIELD_TIME ), + DEFINE_FIELD( m_flEndTime, FIELD_TIME ), + DEFINE_FIELD( m_flRamp, FIELD_FLOAT ), + DEFINE_FIELD( m_flInterest, FIELD_FLOAT ), +END_DATADESC() + + + + +//----------------------------------------------------------------------------- +// Purpose: clear out latched state +//----------------------------------------------------------------------------- +void CAI_BaseActor::StudioFrameAdvance () +{ + // clear out head and eye latched values + m_fLatchedPositions &= ~(HUMANOID_LATCHED_ALL); + + BaseClass::StudioFrameAdvance(); +} + + +void CAI_BaseActor::Precache() +{ + BaseClass::Precache(); + + if ( NULL_STRING != m_iszExpressionOverride ) + { + PrecacheInstancedScene( STRING( m_iszExpressionOverride ) ); + } + + if ( m_iszIdleExpression != NULL_STRING ) + { + PrecacheInstancedScene( STRING(m_iszIdleExpression ) ); + } + + if ( m_iszCombatExpression != NULL_STRING ) + { + PrecacheInstancedScene( STRING(m_iszCombatExpression ) ); + } + + if ( m_iszAlertExpression != NULL_STRING ) + { + PrecacheInstancedScene( STRING(m_iszAlertExpression) ); + } + + if ( m_iszDeathExpression != NULL_STRING ) + { + PrecacheInstancedScene( STRING(m_iszDeathExpression) ); + } +} + +static char const *g_ServerSideFlexControllers[] = +{ + "body_rightleft", + //"body_updown", + //"body_tilt", + "chest_rightleft", + //"chest_updown", + //"chest_tilt", + "head_forwardback", + "head_rightleft", + "head_updown", + "head_tilt", + + "gesture_updown", + "gesture_rightleft" +}; + +//----------------------------------------------------------------------------- +// Purpose: Static method +// Input : *szName - +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CAI_BaseActor::IsServerSideFlexController( char const *szName ) +{ + int c = ARRAYSIZE( g_ServerSideFlexControllers ); + for ( int i = 0; i < c; ++i ) + { + if ( !Q_stricmp( szName, g_ServerSideFlexControllers[ i ] ) ) + return true; + } + return false; +} + +void CAI_BaseActor::SetModel( const char *szModelName ) +{ + BaseClass::SetModel( szModelName ); + + //Init( m_ParameterBodyTransY, "body_trans_Y" ); + //Init( m_ParameterBodyTransX, "body_trans_X" ); + //Init( m_ParameterBodyLift, "body_lift" ); + Init( m_ParameterBodyYaw, "body_yaw" ); + //Init( m_ParameterBodyPitch, "body_pitch" ); + //Init( m_ParameterBodyRoll, "body_roll" ); + Init( m_ParameterSpineYaw, "spine_yaw" ); + //Init( m_ParameterSpinePitch, "spine_pitch" ); + //Init( m_ParameterSpineRoll, "spine_roll" ); + Init( m_ParameterNeckTrans, "neck_trans" ); + Init( m_ParameterHeadYaw, "head_yaw" ); + Init( m_ParameterHeadPitch, "head_pitch" ); + Init( m_ParameterHeadRoll, "head_roll" ); + + //Init( m_FlexweightMoveRightLeft, "move_rightleft" ); + //Init( m_FlexweightMoveForwardBack, "move_forwardback" ); + //Init( m_FlexweightMoveUpDown, "move_updown" ); + Init( m_FlexweightBodyRightLeft, "body_rightleft" ); + //Init( m_FlexweightBodyUpDown, "body_updown" ); + //Init( m_FlexweightBodyTilt, "body_tilt" ); + Init( m_FlexweightChestRightLeft, "chest_rightleft" ); + //Init( m_FlexweightChestUpDown, "chest_updown" ); + //Init( m_FlexweightChestTilt, "chest_tilt" ); + Init( m_FlexweightHeadForwardBack, "head_forwardback" ); + Init( m_FlexweightHeadRightLeft, "head_rightleft" ); + Init( m_FlexweightHeadUpDown, "head_updown" ); + Init( m_FlexweightHeadTilt, "head_tilt" ); + + Init( m_ParameterGestureHeight, "gesture_height" ); + Init( m_ParameterGestureWidth, "gesture_width" ); + Init( m_FlexweightGestureUpDown, "gesture_updown" ); + Init( m_FlexweightGestureRightLeft, "gesture_rightleft" ); +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- + +bool CAI_BaseActor::StartSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget ) +{ + Assert( info ); + Assert( info->m_pScene ); + Assert( info->m_pEvent ); + + // FIXME: this code looks duplicated + switch ( info->m_pEvent->GetType() ) + { + case CChoreoEvent::FACE: + { + return BaseClass::StartSceneEvent( info, scene, event, actor, pTarget ); + } + break; + + case CChoreoEvent::GENERIC: + { + if (stricmp( event->GetParameters(), "AI_BLINK") == 0) + { + info->m_nType = SCENE_AI_BLINK; + // blink eyes + Blink(); + // don't blink for duration, or next random blink time + float flDuration = (event->GetEndTime() - scene->GetTime()); + m_flBlinktime = gpGlobals->curtime + MAX( flDuration, random->RandomFloat( 1.5, 4.5 ) ); + } + else if (stricmp( event->GetParameters(), "AI_HOLSTER") == 0) + { + // FIXME: temp code for test + info->m_nType = SCENE_AI_HOLSTER; + info->m_iLayer = HolsterWeapon(); + return true; + } + else if (stricmp( event->GetParameters(), "AI_UNHOLSTER") == 0) + { + // FIXME: temp code for test + info->m_nType = SCENE_AI_UNHOLSTER; + info->m_iLayer = UnholsterWeapon(); + return true; + } + else if (stricmp( event->GetParameters(), "AI_AIM") == 0) + { + info->m_nType = SCENE_AI_AIM; + info->m_hTarget = pTarget; + } + else if (stricmp( event->GetParameters(), "AI_RANDOMLOOK") == 0) + { + info->m_nType = SCENE_AI_RANDOMLOOK; + info->m_flNext = 0.0; + } + else if (stricmp( event->GetParameters(), "AI_RANDOMFACEFLEX") == 0) + { + info->m_nType = SCENE_AI_RANDOMFACEFLEX; + info->m_flNext = 0.0; + info->InitWeight( this ); + } + else if (stricmp( event->GetParameters(), "AI_RANDOMHEADFLEX") == 0) + { + info->m_nType = SCENE_AI_RANDOMHEADFLEX; + info->m_flNext = 0.0; + } + else if (stricmp( event->GetParameters(), "AI_IGNORECOLLISION") == 0) + { + CBaseEntity *pTarget = FindNamedEntity( event->GetParameters2( ) ); + + if (pTarget) + { + info->m_nType = SCENE_AI_IGNORECOLLISION; + info->m_hTarget = pTarget; + float remaining = event->GetEndTime() - scene->GetTime(); + NPCPhysics_CreateSolver( this, pTarget, true, remaining ); + info->m_flNext = gpGlobals->curtime + remaining; + return true; + } + else + { + Warning( "CSceneEntity %s unable to find actor named \"%s\"\n", scene->GetFilename(), event->GetParameters2() ); + return false; + } + } + else if (stricmp( event->GetParameters(), "AI_DISABLEAI") == 0) + { + info->m_nType = SCENE_AI_DISABLEAI; + } + else + { + return BaseClass::StartSceneEvent( info, scene, event, actor, pTarget ); + } + return true; + } + break; + + default: + return BaseClass::StartSceneEvent( info, scene, event, actor, pTarget ); + } +} + + +bool CAI_BaseActor::ProcessSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event ) +{ + Assert( info ); + Assert( info->m_pScene ); + Assert( info->m_pEvent ); + + // FIXME: this code looks duplicated + switch ( info->m_pEvent->GetType() ) + { + case CChoreoEvent::FACE: + { + // make sure target exists + if (info->m_hTarget == NULL) + return false; + + bool bInScene = false; + + // lockbodyfacing is designed to run on top of both normal AI and on top of + // scripted_sequences. By allowing torso turns during post-idles, pre-idles, + // act-busy's, scripted_sequences, normal AI movements, etc., it increases + // the functionality of those AI features without breaking their assuptions + // that the entity won't be made to "turn" by something outside of those + // AI's control. + // lockbody facing is also usefull when npcs are moving and you want them to turn + // towards something but still walk in the direction of travel. + if (!event->IsLockBodyFacing()) + bInScene = EnterSceneSequence( scene, event, true ); + + // make sure we're still able to play this command + if (!info->m_bStarted) + { + info->m_flInitialYaw = GetLocalAngles().y; + info->m_flTargetYaw = info->m_flInitialYaw; + info->m_flFacingYaw = info->m_flInitialYaw; + if (IsMoving()) + { + info->m_flWeight = 1.0; + } + else + { + info->m_flWeight = 0.0; + } + } + + // lock in place if aiming at self + if (info->m_hTarget == this) + { + return true; + } + + if (!bInScene || info->m_bIsMoving != IsMoving()) + { + info->m_flInitialYaw = GetLocalAngles().y; + } + info->m_bIsMoving = IsMoving(); + + // Msg("%f : %f - %f\n", scene->GetTime(), event->GetStartTime(), event->GetEndTime() ); + float flTime = clamp( scene->GetTime(), event->GetStartTime(), event->GetEndTime() - 0.1f ); + float intensity = event->GetIntensity( flTime ); + + // clamp in-ramp to 0.5 seconds + float flDuration = scene->GetTime() - event->GetStartTime(); + float flMaxIntensity = flDuration < 0.5f ? SimpleSpline( flDuration / 0.5f ) : 1.0f; + intensity = clamp( intensity, 0.0f, flMaxIntensity ); + + if (bInScene && info->m_bIsMoving) + { + info->m_flInitialYaw = GetLocalAngles().y; + } + + if (!event->IsLockBodyFacing()) + { + if (!info->m_bIsMoving && bInScene) + { + AccumulateIdealYaw( info->m_flFacingYaw, intensity ); + } + } + + float diff; + float dir; + float flSpineYaw; + float flBodyYaw; + + // move upper body to account for missing body yaw + diff = UTIL_AngleDiff( info->m_flTargetYaw, GetLocalAngles().y ); + if (diff < 0) + { + diff = -diff; + dir = -1; + } + else + { + dir = 1; + } + flSpineYaw = MIN( diff, 30 ); + flBodyYaw = MIN( diff - flSpineYaw, 30 ); + m_goalSpineYaw = m_goalSpineYaw * (1.0 - intensity) + intensity * flSpineYaw * dir; + m_goalBodyYaw = m_goalBodyYaw * (1.0 - intensity) + intensity * flBodyYaw * dir; + + /* + NDebugOverlay::YawArrow( GetAbsOrigin(), GetLocalAngles().y, 64, 16, 255, 255, 255, 0, true, 0.1 ); + NDebugOverlay::YawArrow( GetAbsOrigin() + Vector( 0, 0, 8 ), GetLocalAngles().y + m_goalBodyYaw, 64, 16, 255, 128, 128, 0, true, 0.1 ); + NDebugOverlay::YawArrow( GetAbsOrigin() + Vector( 0, 0, 16 ), GetLocalAngles().y + m_goalSpineYaw, 64, 16, 128, 255, 128, 0, true, 0.1 ); + NDebugOverlay::YawArrow( GetAbsOrigin() + Vector( 0, 0, 24 ), info->m_flTargetYaw, 64, 16, 128, 128, 255, 0, true, 0.1 ); + */ + + CAI_BaseNPC *pGoalNpc = info->m_hTarget->MyNPCPointer(); + + float goalYaw = GetLocalAngles().y; + + if ( pGoalNpc ) + { + goalYaw = CalcIdealYaw( pGoalNpc->FacingPosition() ); + } + else + { + goalYaw = CalcIdealYaw( info->m_hTarget->EyePosition() ); + } + + if (developer.GetInt() > 0 && scene_showfaceto.GetBool()) + { + NDebugOverlay::YawArrow( GetAbsOrigin() + Vector( 0, 0, 1 ), goalYaw, 8 + 32 * intensity, 8, 255, 255, 255, 0, true, 0.12 ); + } + + diff = UTIL_AngleDiff( goalYaw, info->m_flInitialYaw ) * intensity; + dir = 1.0; + + // debounce delta a bit + info->m_flTargetYaw = UTIL_AngleMod( info->m_flInitialYaw + diff ); + + if (diff < 0) + { + diff = -diff; + dir = -1; + } + + // calc how much to use the spine for turning + float spineintensity = (1.0 - MAX( 0.0, (intensity - 0.5) / 0.5 )); + // force spine to full if not in scene or locked + if (!bInScene || event->IsLockBodyFacing() ) + { + spineintensity = 1.0; + } + + flSpineYaw = MIN( diff * spineintensity, 30 ); + flBodyYaw = MIN( diff * spineintensity - flSpineYaw, 30 ); + info->m_flFacingYaw = info->m_flInitialYaw + (diff - flBodyYaw - flSpineYaw) * dir; + + if (!event->IsLockBodyFacing()) + { + AddFacingTarget( info->m_hTarget, intensity, 0.2 ); // facing targets are lagged by one frame + } + return true; + } + case CChoreoEvent::GENERIC: + { + switch(info->m_nType) + { + case SCENE_AI_BLINK: + { + // keep eyes not blinking for duration + float flDuration = (event->GetEndTime() - scene->GetTime()); + m_flBlinktime = MAX( m_flBlinktime, gpGlobals->curtime + flDuration ); + } + return true; + case SCENE_AI_HOLSTER: + { + } + return true; + case SCENE_AI_UNHOLSTER: + { + } + return true; + case SCENE_AI_AIM: + { + if ( info->m_hTarget ) + { + Vector vecAimTargetLoc = info->m_hTarget->EyePosition(); + Vector vecAimDir = vecAimTargetLoc - EyePosition(); + + VectorNormalize( vecAimDir ); + SetAim( vecAimDir); + } + } + return true; + case SCENE_AI_RANDOMLOOK: + { + if (info->m_flNext < gpGlobals->curtime) + { + info->m_flNext = gpGlobals->curtime + PickLookTarget( m_syntheticLookQueue ) - 0.4; + if (m_syntheticLookQueue.Count() > 0) + { + float flDuration = (event->GetEndTime() - scene->GetTime()); + int i = m_syntheticLookQueue.Count() - 1; + m_syntheticLookQueue[i].m_flEndTime = MIN( m_syntheticLookQueue[i].m_flEndTime, gpGlobals->curtime + flDuration ); + m_syntheticLookQueue[i].m_flInterest = 0.1; + } + } + } + return true; + case SCENE_AI_RANDOMFACEFLEX: + return RandomFaceFlex( info, scene, event ); + case SCENE_AI_RANDOMHEADFLEX: + return true; + case SCENE_AI_IGNORECOLLISION: + if (info->m_hTarget && info->m_flNext < gpGlobals->curtime) + { + float remaining = event->GetEndTime() - scene->GetTime(); + NPCPhysics_CreateSolver( this, info->m_hTarget, true, remaining ); + info->m_flNext = gpGlobals->curtime + remaining; + } + + // FIXME: needs to handle scene pause + return true; + case SCENE_AI_DISABLEAI: + if (!(GetState() == NPC_STATE_SCRIPT || IsCurSchedule( SCHED_SCENE_GENERIC )) ) + { + EnterSceneSequence( scene, event ); + } + return true; + default: + return false; + } + } + break; + default: + return BaseClass::ProcessSceneEvent( info, scene, event ); + } +} + + +bool CAI_BaseActor::RandomFaceFlex( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event ) +{ + if (info->m_flNext < gpGlobals->curtime) + { + const flexsettinghdr_t *pSettinghdr = ( const flexsettinghdr_t * )FindSceneFile( event->GetParameters2() ); + if (pSettinghdr == NULL) + { + pSettinghdr = ( const flexsettinghdr_t * )FindSceneFile( "random" ); + } + if ( pSettinghdr ) + { + info->m_flNext = gpGlobals->curtime + random->RandomFloat( 0.3, 0.5 ) * (30.0 / pSettinghdr->numflexsettings); + + flexsetting_t const *pSetting = NULL; + pSetting = pSettinghdr->pSetting( random->RandomInt( 0, pSettinghdr->numflexsettings - 1 ) ); + + flexweight_t *pWeights = NULL; + int truecount = pSetting->psetting( (byte *)pSettinghdr, 0, &pWeights ); + if ( !pWeights ) + return false; + + int i; + for (i = 0; i < truecount; i++, pWeights++) + { + // Translate to local flex controller + // this is translating from the settings's local index to the models local index + int index = FlexControllerLocalToGlobal( pSettinghdr, pWeights->key ); + + // FIXME: this is supposed to blend based on pWeight->influence, but the order is wrong... + // float value = GetFlexWeight( index ) * (1 - scale * pWeights->influence) + scale * pWeights->weight; + + // Add scaled weighting in to total + m_flextarget[ index ] = pWeights->weight; + } + } + else + { + return false; + } + } + + // adjust intensity if this is a background scene and there's other flex animations playing + float intensity = info->UpdateWeight( this ) * event->GetIntensity( scene->GetTime() ); + + // slide it up. + for (LocalFlexController_t i = LocalFlexController_t(0); i < GetNumFlexControllers(); i++) + { + float weight = GetFlexWeight( i ); + + if (weight != m_flextarget[i]) + { + float delta = (m_flextarget[i] - weight) / random->RandomFloat( 2.0, 4.0 ); + weight = weight + delta * intensity; + } + weight = clamp( weight, 0.0f, 1.0f ); + SetFlexWeight( i, weight ); + } + + return true; +} + + + + + +bool CAI_BaseActor::ClearSceneEvent( CSceneEventInfo *info, bool fastKill, bool canceled ) +{ + Assert( info ); + Assert( info->m_pScene ); + Assert( info->m_pEvent ); + + // FIXME: this code looks duplicated + switch ( info->m_pEvent->GetType() ) + { + case CChoreoEvent::FACE: + { + return BaseClass::ClearSceneEvent( info, fastKill, canceled ); + } + break; + default: + return BaseClass::ClearSceneEvent( info, fastKill, canceled ); + } +} + + + +bool CAI_BaseActor::CheckSceneEventCompletion( CSceneEventInfo *info, float currenttime, CChoreoScene *scene, CChoreoEvent *event ) +{ + Assert( info ); + Assert( info->m_pScene ); + Assert( info->m_pEvent ); + + switch ( event->GetType() ) + { + case CChoreoEvent::GENERIC: + { + switch( info->m_nType) + { + case SCENE_AI_HOLSTER: + case SCENE_AI_UNHOLSTER: + { + if (info->m_iLayer == -1) + { + return true; + } + float preload = event->GetEndTime() - currenttime; + if (preload < 0) + { + return true; + } + float t = (1.0 - GetLayerCycle( info->m_iLayer )) * SequenceDuration( GetLayerSequence( info->m_iLayer ) ); + + return (t <= preload); + } + } + } + } + + return BaseClass::CheckSceneEventCompletion( info, currenttime, scene, event ); +} + + + +//----------------------------------------------------------------------------- +// Purpose: clear out latched state +//----------------------------------------------------------------------------- +void CAI_BaseActor::SetViewtarget( const Vector &viewtarget ) +{ + // clear out eye latch + m_fLatchedPositions &= ~HUMANOID_LATCHED_EYE; + + BaseClass::SetViewtarget( viewtarget ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Returns true position of the eyeballs +//----------------------------------------------------------------------------- +void CAI_BaseActor::UpdateLatchedValues( ) +{ + if (!(m_fLatchedPositions & HUMANOID_LATCHED_HEAD)) + { + // set head latch + m_fLatchedPositions |= HUMANOID_LATCHED_HEAD; + + if (!HasCondition( COND_IN_PVS ) || !GetAttachment( "eyes", m_latchedEyeOrigin, &m_latchedHeadDirection )) + { + m_latchedEyeOrigin = BaseClass::EyePosition( ); + AngleVectors( GetLocalAngles(), &m_latchedHeadDirection ); + } + // clear out eye latch + m_fLatchedPositions &= ~(HUMANOID_LATCHED_EYE); + // DevMsg( "eyeball %4f %4f %4f : %3f %3f %3f\n", origin.x, origin.y, origin.z, angles.x, angles.y, angles.z ); + } + + if (!(m_fLatchedPositions & HUMANOID_LATCHED_EYE)) + { + m_fLatchedPositions |= HUMANOID_LATCHED_EYE; + + if ( CapabilitiesGet() & bits_CAP_ANIMATEDFACE ) + { + m_latchedEyeDirection = GetViewtarget() - m_latchedEyeOrigin; + VectorNormalize( m_latchedEyeDirection ); + } + else + { + m_latchedEyeDirection = m_latchedHeadDirection; + } + } +} + + +//----------------------------------------------------------------------------- +// Purpose: Returns true position of the eyeballs +//----------------------------------------------------------------------------- +Vector CAI_BaseActor::EyePosition( ) +{ + UpdateLatchedValues(); + + return m_latchedEyeOrigin; +} + + +#define MIN_LOOK_TARGET_DIST 1.0f +#define MAX_FULL_LOOK_TARGET_DIST 10.0f + +//----------------------------------------------------------------------------- +// Purpose: Returns true if target is in legal range of eye movement for the current head position +//----------------------------------------------------------------------------- +bool CAI_BaseActor::ValidEyeTarget(const Vector &lookTargetPos) +{ + Vector vHeadDir = HeadDirection3D( ); + Vector lookTargetDir = lookTargetPos - EyePosition(); + float flDist = VectorNormalize(lookTargetDir); + + if (flDist < MIN_LOOK_TARGET_DIST) + { + return false; + } + + // Only look if it doesn't crank my eyeballs too far + float dotPr = DotProduct(lookTargetDir, vHeadDir); + // DevMsg( "ValidEyeTarget( %4f %4f %4f ) %3f\n", lookTargetPos.x, lookTargetPos.y, lookTargetPos.z, dotPr ); + + if (dotPr > 0.259) // +- 75 degrees + // if (dotPr > 0.86) // +- 30 degrees + { + return true; + } + return false; +} + + +//----------------------------------------------------------------------------- +// Purpose: Returns true if target is in legal range of possible head movements +//----------------------------------------------------------------------------- +bool CAI_BaseActor::ValidHeadTarget(const Vector &lookTargetPos) +{ + Vector vFacing = BodyDirection3D(); + Vector lookTargetDir = lookTargetPos - EyePosition(); + float flDist = VectorNormalize(lookTargetDir); + + if (flDist < MIN_LOOK_TARGET_DIST) + { + return false; + } + + // Only look if it doesn't crank my head too far + float dotPr = DotProduct(lookTargetDir, vFacing); + if (dotPr > 0 && fabs( lookTargetDir.z ) < 0.7) // +- 90 degrees side to side, +- 45 up/down + { + return true; + } + return false; +} + + +//----------------------------------------------------------------------------- +// Purpose: Returns how much to try to look at the target +//----------------------------------------------------------------------------- +float CAI_BaseActor::HeadTargetValidity(const Vector &lookTargetPos) +{ + Vector vFacing = BodyDirection3D(); + + int iForward = LookupAttachment( "forward" ); + if ( iForward > 0 ) + { + Vector tmp1; + GetAttachment( iForward, tmp1, &vFacing, NULL, NULL ); + } + + Vector lookTargetDir = lookTargetPos - EyePosition(); + float flDist = lookTargetDir.Length2D(); + VectorNormalize(lookTargetDir); + + if (flDist <= MIN_LOOK_TARGET_DIST) + { + return 0; + } + + // Only look if it doesn't crank my head too far + float dotPr = DotProduct(lookTargetDir, vFacing); + // only look if target is within +-135 degrees + // scale 1..-0.707 == 1..1, -.707..-1 == 1..0 + // X * b + b = 1 == 1 / (X + 1) = b, 3.4142 + float flInterest = clamp( 3.4142f + 3.4142f * dotPr, 0.f, 1.f ); + + // stop looking when point too close + if (flDist < MAX_FULL_LOOK_TARGET_DIST) + { + flInterest = flInterest * (flDist - MIN_LOOK_TARGET_DIST ) / (MAX_FULL_LOOK_TARGET_DIST - MIN_LOOK_TARGET_DIST); + } + + return flInterest; +} + +//----------------------------------------------------------------------------- +// Purpose: Integrate head turn over time +//----------------------------------------------------------------------------- +void CAI_BaseActor::SetHeadDirection( const Vector &vTargetPos, float flInterval) +{ + Assert(0); // Actors shouldn't be calling this, it doesn't do anything +} + +float CAI_BaseActor::ClampWithBias( PoseParameter_t index, float value, float base ) +{ + return EdgeLimitPoseParameter( (int)index, value, base ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Accumulate all the wanted yaw changes +//----------------------------------------------------------------------------- + +void CAI_BaseActor::AccumulateIdealYaw( float flYaw, float flIntensity ) +{ + float diff = AngleDiff( flYaw, GetLocalAngles().y ); + m_flAccumYawDelta += diff * flIntensity; + m_flAccumYawScale += flIntensity; +} + + +//----------------------------------------------------------------------------- +// Purpose: do any pending yaw movements +//----------------------------------------------------------------------------- + +bool CAI_BaseActor::SetAccumulatedYawAndUpdate( void ) +{ + if (m_flAccumYawScale > 0.0) + { + float diff = m_flAccumYawDelta / m_flAccumYawScale; + float facing = GetLocalAngles().y + diff; + + m_flAccumYawDelta = 0.0; + m_flAccumYawScale = 0.0; + + if (IsCurSchedule( SCHED_SCENE_GENERIC )) + { + if (!IsMoving()) + { + GetMotor()->SetIdealYawAndUpdate( facing ); + return true; + } + } + } + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: match actors "forward" attachment to point in direction of vHeadTarget +//----------------------------------------------------------------------------- + +void CAI_BaseActor::UpdateBodyControl( ) +{ + // FIXME: only during idle, or in response to accel/decel + //Set( m_ParameterBodyTransY, Get( m_FlexweightMoveRightLeft ) ); + //Set( m_ParameterBodyTransX, Get( m_FlexweightMoveForwardBack ) ); + //Set( m_ParameterBodyLift, Get( m_FlexweightMoveUpDown ) ); + Set( m_ParameterBodyYaw, Get( m_FlexweightBodyRightLeft ) + m_goalBodyYaw ); + //Set( m_ParameterBodyPitch, Get( m_FlexweightBodyUpDown ) ); + //Set( m_ParameterBodyRoll, Get( m_FlexweightBodyTilt ) ); + Set( m_ParameterSpineYaw, Get( m_FlexweightChestRightLeft ) + m_goalSpineYaw ); + //Set( m_ParameterSpinePitch, Get( m_FlexweightChestUpDown ) ); + //Set( m_ParameterSpineRoll, Get( m_FlexweightChestTilt ) ); + Set( m_ParameterNeckTrans, Get( m_FlexweightHeadForwardBack ) ); +} + + +static ConVar scene_clamplookat( "scene_clamplookat", "1", FCVAR_NONE, "Clamp head turns to a max of 20 degrees per think." ); + + +void CAI_BaseActor::UpdateHeadControl( const Vector &vHeadTarget, float flHeadInfluence ) +{ + float flTarget; + float flLimit; + + if (!(CapabilitiesGet() & bits_CAP_TURN_HEAD)) + { + return; + } + + // calc current animation head bias, movement needs to clamp accumulated with this + QAngle angBias; + QAngle vTargetAngles; + + int iEyes = LookupAttachment( "eyes" ); + int iChest = LookupAttachment( "chest" ); + int iForward = LookupAttachment( "forward" ); + + matrix3x4_t eyesToWorld; + matrix3x4_t forwardToWorld, worldToForward; + + if (iEyes <= 0 || iForward <= 0) + { + // Head control on model without "eyes" or "forward" attachment + // Most likely this is a cheaple or a generic_actor set to a model that doesn't support head/eye turning. + // DevWarning( "%s using model \"%s\" that doesn't support head turning\n", GetClassname(), STRING( GetModelName() ) ); + CapabilitiesRemove( bits_CAP_TURN_HEAD ); + return; + } + + GetAttachment( iEyes, eyesToWorld ); + + GetAttachment( iForward, forwardToWorld ); + MatrixInvert( forwardToWorld, worldToForward ); + + // Lookup chest attachment to do compounded range limit checks + if (iChest > 0) + { + matrix3x4_t chestToWorld, worldToChest; + GetAttachment( iChest, chestToWorld ); + MatrixInvert( chestToWorld, worldToChest ); + matrix3x4_t tmpM; + ConcatTransforms( worldToChest, eyesToWorld, tmpM ); + MatrixAngles( tmpM, angBias ); + + angBias.y -= Get( m_ParameterHeadYaw ); + angBias.x -= Get( m_ParameterHeadPitch ); + angBias.z -= Get( m_ParameterHeadRoll ); + + /* + if ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) ) + { + // Msg("bias %f %f %f\n", angBias.x, angBias.y, angBias.z ); + + Vector tmp1, tmp2; + + VectorTransform( Vector( 0, 0, 0), chestToWorld, tmp1 ); + VectorTransform( Vector( 100, 0, 0), chestToWorld, tmp2 ); + NDebugOverlay::Line( tmp1, tmp2, 0,0,255, false, 0.12 ); + + VectorTransform( Vector( 0, 0, 0), eyesToWorld, tmp1 ); + VectorTransform( Vector( 100, 0, 0), eyesToWorld, tmp2 ); + NDebugOverlay::Line( tmp1, tmp2, 0,0,255, false, 0.12 ); + + // NDebugOverlay::Line( EyePosition(), pEntity->EyePosition(), 0,0,255, false, 0.5); + } + */ + } + else + { + angBias.Init( 0, 0, 0 ); + } + + matrix3x4_t targetXform; + targetXform = forwardToWorld; + Vector vTargetDir = vHeadTarget - EyePosition(); + + if (scene_clamplookat.GetBool()) + { + // scale down pitch when the target is behind the head + Vector vTargetLocal; + VectorNormalize( vTargetDir ); + VectorIRotate( vTargetDir, forwardToWorld, vTargetLocal ); + vTargetLocal.z *= clamp( vTargetLocal.x, 0.1f, 1.0f ); + VectorNormalize( vTargetLocal ); + VectorRotate( vTargetLocal, forwardToWorld, vTargetDir ); + + // clamp local influence when target is behind the head + flHeadInfluence = flHeadInfluence * clamp( vTargetLocal.x * 2.0f + 2.0f, 0.0f, 1.0f ); + } + + Studio_AlignIKMatrix( targetXform, vTargetDir ); + + matrix3x4_t headXform; + ConcatTransforms( worldToForward, targetXform, headXform ); + MatrixAngles( headXform, vTargetAngles ); + + // partially debounce head goal + float s0 = 1.0 - flHeadInfluence + GetHeadDebounce() * flHeadInfluence; + float s1 = (1.0 - s0); + // limit velocity of head turns + m_goalHeadCorrection.x = UTIL_Approach( m_goalHeadCorrection.x * s0 + vTargetAngles.x * s1, m_goalHeadCorrection.x, 10.0 ); + m_goalHeadCorrection.y = UTIL_Approach( m_goalHeadCorrection.y * s0 + vTargetAngles.y * s1, m_goalHeadCorrection.y, 30.0 ); + m_goalHeadCorrection.z = UTIL_Approach( m_goalHeadCorrection.z * s0 + vTargetAngles.z * s1, m_goalHeadCorrection.z, 10.0 ); + + /* + if ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) ) + { + // Msg( "yaw %.1f (%f) pitch %.1f (%.1f)\n", m_goalHeadCorrection.y, vTargetAngles.y, vTargetAngles.x, m_goalHeadCorrection.x ); + // Msg( "yaw %.2f (goal %.2f) (influence %.2f) (flex %.2f)\n", flLimit, m_goalHeadCorrection.y, flHeadInfluence, Get( m_FlexweightHeadRightLeft ) ); + } + */ + + flTarget = m_goalHeadCorrection.y + Get( m_FlexweightHeadRightLeft ); + flLimit = ClampWithBias( m_ParameterHeadYaw, flTarget, angBias.y ); + /* + if ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) ) + { + Msg( "yaw %5.1f : (%5.1f : %5.1f) %5.1f (%5.1f)\n", flLimit, m_goalHeadCorrection.y, Get( m_FlexweightHeadRightLeft ), angBias.y, Get( m_ParameterHeadYaw ) ); + } + */ + Set( m_ParameterHeadYaw, flLimit ); + + flTarget = m_goalHeadCorrection.x + Get( m_FlexweightHeadUpDown ); + flLimit = ClampWithBias( m_ParameterHeadPitch, flTarget, angBias.x ); + /* + if ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) ) + { + Msg( "pitch %5.1f : (%5.1f : %5.1f) %5.1f (%5.1f)\n", flLimit, m_goalHeadCorrection.x, Get( m_FlexweightHeadUpDown ), angBias.x, Get( m_ParameterHeadPitch ) ); + } + */ + Set( m_ParameterHeadPitch, flLimit ); + + flTarget = m_goalHeadCorrection.z + Get( m_FlexweightHeadTilt ); + flLimit = ClampWithBias( m_ParameterHeadRoll, flTarget, angBias.z ); + /* + if ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) ) + { + Msg( "roll %5.1f : (%5.1f : %5.1f) %5.1f (%5.1f)\n", flLimit, m_goalHeadCorrection.z, Get( m_FlexweightHeadTilt ), angBias.z, Get( m_ParameterHeadRoll ) ); + } + */ + Set( m_ParameterHeadRoll, flLimit ); +} + + + +//------------------------------------------------------------------------------ +// Purpose : Calculate the NPC's eye direction in 2D world space +// Input : +// Output : +//------------------------------------------------------------------------------ +Vector CAI_BaseActor::EyeDirection2D( void ) +{ + Vector vEyeDirection = EyeDirection3D( ); + vEyeDirection.z = 0; + + vEyeDirection.AsVector2D().NormalizeInPlace(); + + return vEyeDirection; +} + +//------------------------------------------------------------------------------ +// Purpose : Calculate the NPC's eye direction in 2D world space +// Input : +// Output : +//------------------------------------------------------------------------------ +Vector CAI_BaseActor::EyeDirection3D( void ) +{ + UpdateLatchedValues( ); + + return m_latchedEyeDirection; +} + +//------------------------------------------------------------------------------ +// Purpose : Calculate the NPC's head direction in 2D world space +// Input : +// Output : +//------------------------------------------------------------------------------ +Vector CAI_BaseActor::HeadDirection2D( void ) +{ + Vector vHeadDirection = HeadDirection3D(); + vHeadDirection.z = 0; + vHeadDirection.AsVector2D().NormalizeInPlace(); + return vHeadDirection; +} + +//------------------------------------------------------------------------------ +// Purpose : Calculate the NPC's head direction in 3D world space +// Input : +// Output : +//------------------------------------------------------------------------------ +Vector CAI_BaseActor::HeadDirection3D( ) +{ + UpdateLatchedValues( ); + + return m_latchedHeadDirection; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CAI_BaseActor::HasActiveLookTargets( void ) +{ + return m_lookQueue.Count() != 0; +} + +//----------------------------------------------------------------------------- +// Purpose: Clear any active look targets for the specified entity +//----------------------------------------------------------------------------- +void CAI_BaseActor::ClearLookTarget( CBaseEntity *pTarget ) +{ + int iIndex = m_lookQueue.Find( pTarget ); + if ( iIndex != m_lookQueue.InvalidIndex() ) + { + m_lookQueue.Remove(iIndex); + } + + iIndex = m_randomLookQueue.Find( pTarget ); + if ( iIndex != m_randomLookQueue.InvalidIndex() ) + { + m_randomLookQueue.Remove(iIndex); + + // Figure out the new random look time + m_flNextRandomLookTime = gpGlobals->curtime + 1.0; + for (int i = 0; i < m_randomLookQueue.Count(); i++) + { + if ( m_randomLookQueue[i].m_flEndTime > m_flNextRandomLookTime ) + { + m_flNextRandomLookTime = m_randomLookQueue[i].m_flEndTime + 0.4; + } + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: Look at other NPCs and clients from time to time +//----------------------------------------------------------------------------- +float CAI_BaseActor::PickLookTarget( bool bExcludePlayers, float minTime, float maxTime ) +{ + return PickLookTarget( m_randomLookQueue, bExcludePlayers, minTime, maxTime ); +} + +float CAI_BaseActor::PickLookTarget( CAI_InterestTarget &queue, bool bExcludePlayers, float minTime, float maxTime ) +{ + AILookTargetArgs_t args; + + args.vTarget = vec3_invalid; + args.flDuration = random->RandomFloat( minTime, maxTime ); + args.flInfluence = random->RandomFloat( 0.3, 0.5 ); + args.flRamp = random->RandomFloat( 0.2, 0.4 ); + args.bExcludePlayers = bExcludePlayers; + args.pQueue = &queue; + + bool foundLookTarget = true; + + if ( !PickTacticalLookTarget( &args ) ) + { + if ( !PickRandomLookTarget( &args ) ) + { + foundLookTarget = false; + } + } + + if ( !foundLookTarget ) + { + // DevMsg("nothing to see\n" ); + MakeRandomLookTarget( &args, minTime, maxTime ); + } + + // See if derived NPCs want to do anything with this look target before I use it + OnSelectedLookTarget( &args ); + + if ( args.hTarget != NULL ) + { + Assert( args.vTarget == vec3_invalid ); + queue.Add( args.hTarget, args.flInfluence, args.flDuration, args.flRamp ); + } + else + { + Assert( args.vTarget != vec3_invalid ); + queue.Add( args.vTarget, args.flInfluence, args.flDuration, args.flRamp ); + } + + return args.flDuration; + +} + +bool CAI_BaseActor::PickTacticalLookTarget( AILookTargetArgs_t *pArgs ) +{ + CBaseEntity *pEnemy = GetEnemy(); + + if (pEnemy != NULL) + { + if ( ( FVisible( pEnemy ) || random->RandomInt(0, 3) == 0 ) && ValidHeadTarget(pEnemy->EyePosition())) + { + // look at enemy closer + pArgs->hTarget = pEnemy; + pArgs->flInfluence = random->RandomFloat( 0.7, 1.0 ); + pArgs->flRamp = 0; + return true; + } + else + { + // look at something else for a shorter time + pArgs->flDuration = random->RandomFloat( 0.5, 0.8 ); + // move head faster + pArgs->flRamp = 0.2; + } + } + return false; +} + +bool CAI_BaseActor::PickRandomLookTarget( AILookTargetArgs_t *pArgs ) +{ + bool bIsNavigating = ( GetNavigator()->IsGoalActive() && GetNavigator()->IsGoalSet() ); + + if ( bIsNavigating && random->RandomInt(1, 10) <= 3 ) + { + Vector navLookPoint; + Vector delta; + if ( GetNavigator()->GetPointAlongPath( &navLookPoint, 12 * 12 ) && (delta = navLookPoint - GetAbsOrigin()).Length() > 8.0 * 12.0 ) + { + if ( random->RandomInt(1, 10) <= 5 ) + { + pArgs->vTarget = navLookPoint; + pArgs->flDuration = random->RandomFloat( 0.2, 0.4 ); + } + else + { + pArgs->hTarget = this; + pArgs->flDuration = random->RandomFloat( 1.0, 2.0 ); + } + pArgs->flRamp = 0.2; + return true; + } + } + + if ( GetState() == NPC_STATE_COMBAT && random->RandomInt(1, 10) <= 8 ) + { + // if in combat, look forward 80% of the time? + pArgs->hTarget = this; + return true; + } + + CBaseEntity *pBestEntity = NULL; + CBaseEntity *pEntity = NULL; + int iHighestImportance = 0; + int iConsidered = 0; + for ( CEntitySphereQuery sphere( GetAbsOrigin(), 30 * 12, 0 ); (pEntity = sphere.GetCurrentEntity()) != NULL; sphere.NextEntity() ) + { + if (pEntity == this) + { + continue; + } + + if ( pArgs->bExcludePlayers && pEntity->GetFlags() & FL_CLIENT ) + { + // Don't look at any players. + continue; + } + + if (!pEntity->IsViewable()) + { + // Don't look at things without a model, or aren't tagged as interesting + continue; + } + + if ( pEntity->GetOwnerEntity() && !pEntity->GetOwnerEntity()->IsViewable() ) + { + // Don't look at things that are associated with non-viewable owners. + // Specifically, this prevents NPC's looking at beams or sprites that + // are part of a viewmodel. (sjb) + continue; + } + + // Don't look at any object that is ultimately parented to the player. + // These objects will almost always be at the player's origin (feet), and it + // looks bad when an actor looks at the player's feet. (sjb) + CBaseEntity *pParent = pEntity->GetParent(); + bool bObjectParentedToPlayer = false; + while( pParent ) + { + if( pParent->IsPlayer() ) + { + bObjectParentedToPlayer = true; + break; + } + + pParent = pParent->GetParent(); + } + + if( bObjectParentedToPlayer ) + continue; + + // skip entities we're already looking at + if ( pArgs->pQueue->Find( pEntity ) != pArgs->pQueue->InvalidIndex() ) + continue; + + // keep track of number of interesting things + iConsidered++; + + if ((pEntity->GetFlags() & FL_CLIENT) && (pEntity->IsMoving() || random->RandomInt( 0, 2) == 0)) + { + if (FVisible( pEntity ) && ValidHeadTarget(pEntity->EyePosition())) + { + pArgs->flDuration = random->RandomFloat( 1.0, 4.0 ); + pBestEntity = pEntity; + break; + } + } + + Vector delta = (pEntity->EyePosition() - EyePosition()); + VectorNormalize( delta ); + + int iImportance; +#if 0 + // consider things in front to be more important than things to the sides + iImportance = (DotProduct( delta, HeadDirection3D() ); +#else + // No, for now, give all targets random priority (as long as they're in front) + iImportance = random->RandomInt( 1, 100 ); + +#endif + // make other npcs, and moving npc's far more important + if (pEntity->MyNPCPointer()) + { + iImportance *= 10; + if (pEntity->IsMoving()) + { + iImportance *= 10; + } + } + + if ( iImportance > iHighestImportance ) + { + if (FVisible( pEntity ) && ValidHeadTarget(pEntity->EyePosition())) + { + iHighestImportance = iImportance; + pBestEntity = pEntity; + // NDebugOverlay::Line( EyePosition(), pEntity->EyePosition(), 0,0,255, false, 0.5); + } + } + } + + // if there were too few things to look at, don't trust the item + if (iConsidered < random->RandomInt( 0, 5)) + { + pBestEntity = NULL; + } + + if (pBestEntity) + { + //Msg("looking at %s\n", pBestEntity->GetClassname() ); + //NDebugOverlay::Line( EyePosition(), pBestEntity->WorldSpaceCenter(), 255, 0, 0, false, 5 ); + pArgs->hTarget = pBestEntity; + return true; + } + + return false; +} + +//----------------------------------------------------------------------------- +// All attempts to find a target have failed, so just make something up. +//----------------------------------------------------------------------------- +void CAI_BaseActor::MakeRandomLookTarget( AILookTargetArgs_t *pArgs, float minTime, float maxTime ) +{ + Vector forward, right, up; + GetVectors( &forward, &right, &up ); + + // DevMsg("random view\n"); + + // For now, just look farther afield while driving in the vehicle. Without this we look around wildly! +#ifdef HL2_EPISODIC + if ( MyCombatCharacterPointer() && MyCombatCharacterPointer()->IsInAVehicle() ) + { + pArgs->vTarget = EyePosition() + forward * 2048 + right * random->RandomFloat(-650,650) + up * random->RandomFloat(-32,32); + } + else +#endif // HL2_EPISODIC + { + pArgs->vTarget = EyePosition() + forward * 128 + right * random->RandomFloat(-32,32) + up * random->RandomFloat(-16,16); + } + + pArgs->flDuration = random->RandomFloat( minTime, maxTime ); + pArgs->flInfluence = 0.01; + pArgs->flRamp = random->RandomFloat( 0.8, 2.8 ); +} + +//----------------------------------------------------------------------------- +// Purpose: Make sure we're looking at what we're shooting at +//----------------------------------------------------------------------------- + +void CAI_BaseActor::StartTaskRangeAttack1( const Task_t *pTask ) +{ + BaseClass::StartTaskRangeAttack1( pTask ); + if (GetEnemy()) + { + AddLookTarget( GetEnemy(), 1.0, 0.5, 0.2 ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: Set direction that the NPC is looking +//----------------------------------------------------------------------------- +void CAI_BaseActor::AddLookTarget( CBaseEntity *pTarget, float flImportance, float flDuration, float flRamp ) +{ + m_lookQueue.Add( pTarget, flImportance, flDuration, flRamp ); +} + + +void CAI_BaseActor::AddLookTarget( const Vector &vecPosition, float flImportance, float flDuration, float flRamp ) +{ + m_lookQueue.Add( vecPosition, flImportance, flDuration, flRamp ); +} + +//----------------------------------------------------------------------------- +// Purpose: Maintain eye, head, body postures, etc. +//----------------------------------------------------------------------------- +void CAI_BaseActor::MaintainLookTargets( float flInterval ) +{ + int i; + + if ( m_iszExpressionScene != NULL_STRING && m_hExpressionSceneEnt == NULL ) + { + InstancedScriptedScene( this, STRING(m_iszExpressionScene), &m_hExpressionSceneEnt, 0.0, true ); + } + + // decay body/spine yaw + m_goalSpineYaw = m_goalSpineYaw * 0.8; + m_goalBodyYaw = m_goalBodyYaw * 0.8; + m_goalHeadCorrection = m_goalHeadCorrection * 0.8; + + // ARRGGHHH, this needs to be moved!!!! + SetAccumulatedYawAndUpdate( ); + ProcessSceneEvents( ); + MaintainTurnActivity( ); + DoBodyLean( ); + UpdateBodyControl( ); + InvalidateBoneCache(); + + // cached versions of the current eye position + Vector vEyePosition = EyePosition( ); + + // FIXME: make this client side and automatic + // set gesture positions + Set( m_ParameterGestureHeight, Get( m_FlexweightGestureUpDown ) ); + Set( m_ParameterGestureWidth, Get( m_FlexweightGestureRightLeft ) ); + + // initialize goal head direction to be current direction - this frames animation layering/pose parameters - + // but with the head controlls removed. + Vector vHead = HeadDirection3D( ); + float flHeadInfluence = 0.0; + + // NDebugOverlay::Line( vEyePosition, vEyePosition + vHead * 16, 0,0,255, false, 0.1); + + // clean up look targets + m_lookQueue.Cleanup(); + + // clean up random look targets + m_randomLookQueue.Cleanup(); + + // clean up synthetic look targets + m_syntheticLookQueue.Cleanup(); + + // if there's real things to look at, turn off the random targets + if (m_lookQueue.Count() != 0 || m_syntheticLookQueue.Count() != 0) + { + for (i = 0; i < m_randomLookQueue.Count(); i++) + { + if (gpGlobals->curtime < m_randomLookQueue[i].m_flEndTime - m_randomLookQueue[i].m_flRamp - 0.2) + { + m_randomLookQueue[i].m_flEndTime = gpGlobals->curtime + m_randomLookQueue[i].m_flRamp + 0.2; + } + } + m_flNextRandomLookTime = gpGlobals->curtime + 1.0; + } + else if (gpGlobals->curtime >= m_flNextRandomLookTime && GetState() != NPC_STATE_SCRIPT) + { + // Look at whatever! + m_flNextRandomLookTime = gpGlobals->curtime + PickLookTarget( m_randomLookQueue ) - 0.4; + } + + // don't bother with any of the rest if the player can't see you + if (!HasCondition( COND_IN_PVS )) + { + return; + } + + // Time to finish the current random expression? Or time to pick a new one? + if ( m_flNextRandomExpressionTime && gpGlobals->curtime > m_flNextRandomExpressionTime ) + { + // Random expressions need to be cleared, because they don't loop. So if we + // pick the same one again, we want to restart it. + ClearExpression(); + + PlayExpressionForState( GetState() ); + } + + CUtlVector active; + // clean up random look targets + for (i = 0; i < m_randomLookQueue.Count(); i++) + { + active.AddToTail( &m_randomLookQueue[i] ); + } + for (i = 0; i < m_lookQueue.Count(); i++) + { + active.AddToTail( &m_lookQueue[i] ); + } + for (i = 0; i < m_syntheticLookQueue.Count(); i++) + { + active.AddToTail( &m_syntheticLookQueue[i] ); + } + + // figure out ideal head yaw + bool bValidHeadTarget = false; + bool bExpectedHeadTarget = false; + for (i = 0; i < active.Count();i++) + { + Vector dir; + float flDist = 100.0f; + + bExpectedHeadTarget = true; + float flInterest = active[i]->Interest( ); + + if (active[i]->IsThis( this )) + { + int iForward = LookupAttachment( "forward" ); + if ( iForward > 0) + { + Vector tmp1; + GetAttachment( iForward, tmp1, &dir, NULL, NULL ); + } + else + { + dir = HeadDirection3D(); + } + } + else + { + dir = active[i]->GetPosition() - vEyePosition; + flDist = VectorNormalize( dir ); + flInterest = flInterest * HeadTargetValidity( active[i]->GetPosition() ); + } + + /* + if ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) ) + { + DevMsg( "head (%d) %.2f : %s : %.1f %.1f %.1f\n", i, flInterest, active[i]->m_hTarget->GetClassname(), active[i]->GetPosition().x, active[i]->GetPosition().y, active[i]->GetPosition().z ); + } + */ + + if (flInterest > 0.0) + { + if (flHeadInfluence == 0.0) + { + vHead = dir; + flHeadInfluence = flInterest; + } + else + { + flHeadInfluence = flHeadInfluence * (1 - flInterest) + flInterest; + float w = flInterest / flHeadInfluence; + vHead = vHead * (1 - w) + dir * w; + } + + bValidHeadTarget = true; + + // NDebugOverlay::Line( vEyePosition, vEyePosition + dir * 64, 0,255,0, false, 0.1); + } + else + { + // NDebugOverlay::Line( vEyePosition, active[i]->GetPosition(), 255,0,0, false, 0.1); + } + } + + Assert( flHeadInfluence <= 1.0 ); + + // turn head toward target + if (bValidHeadTarget) + { + UpdateHeadControl( vEyePosition + vHead * 100, flHeadInfluence ); + m_goalHeadDirection = vHead; + m_goalHeadInfluence = flHeadInfluence; + } + else + { + // no target, decay all head control direction + m_goalHeadDirection = m_goalHeadDirection * 0.8 + vHead * 0.2; + + m_goalHeadInfluence = MAX( m_goalHeadInfluence - 0.2, 0 ); + + VectorNormalize( m_goalHeadDirection ); + UpdateHeadControl( vEyePosition + m_goalHeadDirection * 100, m_goalHeadInfluence ); + // NDebugOverlay::Line( vEyePosition, vEyePosition + m_goalHeadDirection * 100, 255,0,0, false, 0.1); + } + + // DevMsg( "%.1f %.1f ", GetPoseParameter( "head_pitch" ), GetPoseParameter( "head_roll" ) ); + + // figure out eye target + // eyes need to look directly at a target, even if the head doesn't quite aim there yet. + bool bFoundTarget = false; + EHANDLE hTarget = NULL; + + for (i = active.Count() - 1; i >= 0; i--) + { + if (active[i]->IsThis( this )) + { + // DevMsg( "eyes (%d) %s\n", i, STRING( active[i]->m_hTarget->GetEntityName().ToCStr() ) ); + bFoundTarget = true; + hTarget = this; + SetViewtarget( vEyePosition + HeadDirection3D() * 100 ); + // NDebugOverlay::Line( vEyePosition, vEyePosition + HeadDirection3D() * 100, 255,0,0, false, 0.1); + break; + } + else + { + // E3 Hack + if (ValidEyeTarget(active[i]->GetPosition())) + { + // DevMsg( "eyes (%d) %s\n", i, STRING( pTarget->GetEntityName().ToCStr() ) ); + + bFoundTarget = true; + hTarget = active[i]->m_hTarget; + SetViewtarget( active[i]->GetPosition() ); + break; + } + } + } + + // FIXME: add blink when changing targets + if (m_hLookTarget != hTarget) + { + m_flBlinktime -= 0.5; + m_hLookTarget = hTarget; + + if ( (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) && ai_debug_looktargets.GetInt() == 2 && m_hLookTarget.Get() ) + { + if ( m_hLookTarget != this ) + { + Vector vecEyePos = m_hLookTarget->EyePosition(); + NDebugOverlay::Box( vecEyePos, -Vector(5,5,5), Vector(5,5,5), 0, 255, 0, 255, 20 ); + NDebugOverlay::Line( EyePosition(), vecEyePos, 0,255,0, true, 20 ); + NDebugOverlay::Text( vecEyePos, UTIL_VarArgs( "%s (%s)", m_hLookTarget->GetClassname(), m_hLookTarget->GetDebugName() ), false, 20 ); + } + } + + OnNewLookTarget(); + } + + // this should take into acount where it will try to be.... + if (!bFoundTarget && !ValidEyeTarget( GetViewtarget() )) + { + Vector right, up; + VectorVectors( HeadDirection3D(), right, up ); + // DevMsg("random view\n"); + SetViewtarget( EyePosition() + HeadDirection3D() * 128 + right * random->RandomFloat(-32,32) + up * random->RandomFloat(-16,16) ); + } + + if ( m_hLookTarget != NULL ) + { + Vector absVel = m_hLookTarget->GetAbsVelocity(); + CBaseEntity *ground = m_hLookTarget->GetGroundEntity(); + if ( ground && ground->GetMoveType() == MOVETYPE_PUSH) + { + absVel = absVel + ground->GetAbsVelocity(); + } + +#ifdef HL2_EPISODIC + // Translate our position if riding in a vehicle + if ( m_hLookTarget->MyCombatCharacterPointer() ) + { + CBaseCombatCharacter *pBCC = m_hLookTarget->MyCombatCharacterPointer(); + CBaseEntity *pVehicle = pBCC->GetVehicleEntity(); + if ( pVehicle ) + { + IPhysicsObject *pObj = pVehicle->VPhysicsGetObject(); + if ( pObj ) + { + Vector vecVelocity; + pObj->GetVelocity( &vecVelocity, NULL ); + + absVel += vecVelocity; + } + } + } +#endif //HL2_EPISODIC + + if ( !VectorCompare( absVel, vec3_origin ) ) + { + Vector viewTarget = GetViewtarget(); + + // Forward one think cycle + viewTarget += absVel * flInterval; + + SetViewtarget( viewTarget ); + } + } + + // NDebugOverlay::Triangle( vEyePosition, GetViewtarget(), GetAbsOrigin(), 255, 255, 255, 10, false, 0.1 ); + + // DevMsg("pitch %.1f yaw %.1f\n", GetFlexWeight( "eyes_updown" ), GetFlexWeight( "eyes_rightleft" ) ); + + // blink + if (m_flBlinktime < gpGlobals->curtime) + { + Blink(); + m_flBlinktime = gpGlobals->curtime + random->RandomFloat( 1.5, 4.5 ); + } + + if ( ai_debug_looktargets.GetInt() == 1 && (m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) ) + { + NDebugOverlay::Box( GetViewtarget(), -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, 0, 20 ); + NDebugOverlay::Line( EyePosition(),GetViewtarget(), 0,255,0, false, .1 ); + } +} + +//----------------------------------------------------------------------------- + +void CAI_BaseActor::PlayExpressionForState( NPC_STATE state ) +{ + // If we have an override expression, use it above everything else + if ( m_iszExpressionOverride != NULL_STRING && state != NPC_STATE_DEAD ) + { + SetExpression( STRING(m_iszExpressionOverride) ); + return; + } + + // If we have a random expression, use that + const char *pszExpression = SelectRandomExpressionForState( state ); + if ( pszExpression && *pszExpression ) + { + float flDuration = SetExpression( pszExpression ); + m_flNextRandomExpressionTime = gpGlobals->curtime + flDuration; + return; + } + else + { + // Stop looking for random expressions for this state + m_flNextRandomExpressionTime = 0; + } + + // Lastly, use the base expression loops + switch ( state ) + { + case NPC_STATE_IDLE: + if ( m_iszIdleExpression != NULL_STRING ) + { + SetExpression( STRING(m_iszIdleExpression) ); + } + break; + + case NPC_STATE_COMBAT: + if ( m_iszCombatExpression != NULL_STRING ) + { + SetExpression( STRING(m_iszCombatExpression) ); + } + break; + + case NPC_STATE_ALERT: + if ( m_iszAlertExpression != NULL_STRING ) + { + SetExpression( STRING(m_iszAlertExpression) ); + } + break; + + case NPC_STATE_PLAYDEAD: + case NPC_STATE_DEAD: + if ( m_iszDeathExpression != NULL_STRING ) + { + SetExpression( STRING(m_iszDeathExpression) ); + } + break; + } +} + +//----------------------------------------------------------------------------- +// Purpose: Return a random expression for the specified state to play over +// the state's expression loop. +//----------------------------------------------------------------------------- +const char *CAI_BaseActor::SelectRandomExpressionForState( NPC_STATE state ) +{ + return NULL; +} + +//----------------------------------------------------------------------------- + +void CAI_BaseActor::OnStateChange( NPC_STATE OldState, NPC_STATE NewState ) +{ + PlayExpressionForState( NewState ); + +#ifdef HL2_EPISODIC + // If we've just switched states, ensure we stop any scenes that asked to be stopped + if ( OldState == NPC_STATE_IDLE ) + { + RemoveActorFromScriptedScenes( this, true, true ); + } +#endif + + BaseClass::OnStateChange( OldState, NewState ); +} + +//----------------------------------------------------------------------------- + +float CAI_BaseActor::SetExpression( const char *pszExpressionScene ) +{ + if ( !pszExpressionScene || !*pszExpressionScene ) + { + ClearExpression(); + return 0; + } + + if ( m_iszExpressionScene != NULL_STRING && stricmp( STRING(m_iszExpressionScene), pszExpressionScene ) == 0 ) + { + return 0; + } + + if ( m_hExpressionSceneEnt != NULL ) + { + StopScriptedScene( this, m_hExpressionSceneEnt ); + } + + if ( ai_debug_expressions.GetInt() ) + { + Msg("%s (%s) set expression to: %s\n", GetClassname(), GetDebugName(), pszExpressionScene ); + } + + m_iszExpressionScene = NULL_STRING; + if ( pszExpressionScene ) + { + float flDuration = InstancedScriptedScene( this, pszExpressionScene, &m_hExpressionSceneEnt, 0.0, true ); + + if ( m_hExpressionSceneEnt != NULL ) + { + m_iszExpressionScene = AllocPooledString( pszExpressionScene ); + } + + return flDuration; + } + + return 0; +} + +//----------------------------------------------------------------------------- + +void CAI_BaseActor::ClearExpression() +{ + if ( m_hExpressionSceneEnt != NULL ) + { + StopScriptedScene( this, m_hExpressionSceneEnt ); + } + m_iszExpressionScene = NULL_STRING; +} + +//----------------------------------------------------------------------------- + +const char *CAI_BaseActor::GetExpression() +{ + return STRING(m_iszExpressionScene); +} + +//----------------------------------------------------------------------------- + +void CAI_BaseActor::InputSetExpressionOverride( inputdata_t &inputdata ) +{ + bool fHadOverride = ( m_iszExpressionOverride != NULL_STRING ); + m_iszExpressionOverride = inputdata.value.StringID(); + if ( m_iszExpressionOverride != NULL_STRING ) + { + SetExpression( STRING(m_iszExpressionOverride) ); + } + else if ( fHadOverride ) + { + PlayExpressionForState( GetState() ); + } +} + +//----------------------------------------------------------------------------- + +bool CAI_BaseActor::UseSemaphore( void ) +{ + if ( m_bDontUseSemaphore ) + return false; + + return true; +} + +//----------------------------------------------------------------------------- + +CAI_Expresser *CAI_BaseActor::CreateExpresser() +{ + m_pExpresser = new CAI_Expresser(this); + return m_pExpresser; +} + +//----------------------------------------------------------------------------- + +CAI_Expresser *CAI_BaseActor::GetExpresser() +{ + return m_pExpresser; +} + +//----------------------------------------------------------------------------- + +bool CAI_BaseActor::CreateComponents() +{ + if ( !BaseClass::CreateComponents() ) + return false; + + m_pExpresser = CreateExpresser(); + if ( !m_pExpresser) + return false; + + m_pExpresser->Connect(this); + + return true; +} + +//----------------------------------------------------------------------------- -- cgit v1.2.3