//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======= // // Purpose: Behavior for NPCs riding in cars (with boys) // //============================================================================= #include "cbase.h" #include "ai_playerally.h" #include "ai_motor.h" #include "bone_setup.h" #include "vehicle_base.h" #include "entityblocker.h" #include "ai_behavior_passenger.h" #include "ai_pathfinder.h" #include "ai_network.h" #include "ai_node.h" #include "ai_moveprobe.h" #include "env_debughistory.h" // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" // Custom activities int ACT_PASSENGER_IDLE; int ACT_PASSENGER_RANGE_ATTACK1; ConVar passenger_debug_transition( "passenger_debug_transition", "0" ); ConVar passenger_impact_response_threshold( "passenger_impact_response_threshold", "-350.0" ); #define ORIGIN_KEYNAME "origin" #define ANGLES_KEYNAME "angles" BEGIN_DATADESC( CAI_PassengerBehavior ) DEFINE_EMBEDDED( m_vehicleState ), DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ), DEFINE_FIELD( m_PassengerIntent, FIELD_INTEGER ), DEFINE_FIELD( m_PassengerState, FIELD_INTEGER ), DEFINE_FIELD( m_hVehicle, FIELD_EHANDLE ), DEFINE_FIELD( m_hBlocker, FIELD_EHANDLE ), DEFINE_FIELD( m_vecTargetPosition, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_vecTargetAngles, FIELD_VECTOR ), DEFINE_FIELD( m_flOriginStartFrame, FIELD_FLOAT ), DEFINE_FIELD( m_flOriginEndFrame, FIELD_FLOAT ), DEFINE_FIELD( m_flAnglesStartFrame, FIELD_FLOAT ), DEFINE_FIELD( m_flAnglesEndFrame, FIELD_FLOAT ), DEFINE_FIELD( m_nTransitionSequence,FIELD_INTEGER ), END_DATADESC(); BEGIN_SIMPLE_DATADESC( passengerVehicleState_t ) DEFINE_FIELD( m_bWasBoosting, FIELD_BOOLEAN ), DEFINE_FIELD( m_bWasOverturned, FIELD_BOOLEAN ), DEFINE_FIELD( m_vecLastLocalVelocity, FIELD_VECTOR ), DEFINE_FIELD( m_vecDeltaVelocity, FIELD_VECTOR ), DEFINE_FIELD( m_vecLastAngles, FIELD_VECTOR ), DEFINE_FIELD( m_flNextWarningTime, FIELD_TIME ), DEFINE_FIELD( m_flLastSpeedSqr, FIELD_FLOAT ), DEFINE_FIELD( m_bPlayerInVehicle, FIELD_BOOLEAN ), END_DATADESC(); //----------------------------------------------------------------------------- // Constructor //----------------------------------------------------------------------------- CAI_PassengerBehavior::CAI_PassengerBehavior( void ) : m_bEnabled( false ), m_hVehicle( NULL ), m_PassengerState( PASSENGER_STATE_OUTSIDE ), m_PassengerIntent( PASSENGER_INTENT_NONE ), m_nTransitionSequence( -1 ) { } //----------------------------------------------------------------------------- // Purpose: Enables the behavior to run //----------------------------------------------------------------------------- void CAI_PassengerBehavior::Enable( CPropJeepEpisodic *pVehicle, bool bImmediateEnter /*= false*/ ) { if ( m_bEnabled && m_hVehicle.Get() ) return; m_bEnabled = true; m_hVehicle = pVehicle; SetPassengerState( PASSENGER_STATE_OUTSIDE ); // Init our starting information about the vehicle InitVehicleState(); } void CAI_PassengerBehavior::OnRestore() { if ( m_bEnabled && !m_hVehicle.Get() ) { Disable(); } BaseClass::OnRestore(); } //----------------------------------------------------------------------------- // Purpose: Stops the behavior from being run //----------------------------------------------------------------------------- void CAI_PassengerBehavior::Disable( void ) { m_bEnabled = false; m_hVehicle = NULL; } //----------------------------------------------------------------------------- // Purpose: Starts the process of entering a vehicle //----------------------------------------------------------------------------- void CAI_PassengerBehavior::EnterVehicle( void ) { // If we're already in the vehicle, simply cancel out our intents if ( GetPassengerState() == PASSENGER_STATE_INSIDE || GetPassengerState() == PASSENGER_STATE_ENTERING ) { // Clear out an exit if ( m_PassengerIntent == PASSENGER_INTENT_EXIT ) { m_PassengerIntent = PASSENGER_INTENT_NONE; ClearCondition( COND_PASSENGER_ENTERING ); ClearCondition( COND_PASSENGER_EXITING ); } return; } // Update our internal state m_PassengerIntent = PASSENGER_INTENT_ENTER; // Otherwise set this condition and go! SetCondition( COND_PASSENGER_ENTERING ); } //----------------------------------------------------------------------------- // Purpose: Starts the process of exiting a vehicle //----------------------------------------------------------------------------- void CAI_PassengerBehavior::ExitVehicle( void ) { // Must be in the seat if ( GetPassengerState() == PASSENGER_STATE_OUTSIDE || GetPassengerState() == PASSENGER_STATE_EXITING ) { // Clear out an entrance if ( m_PassengerIntent == PASSENGER_INTENT_ENTER ) { m_PassengerIntent = PASSENGER_INTENT_NONE; SetCondition( COND_PASSENGER_CANCEL_ENTER ); ClearCondition( COND_PASSENGER_ENTERING ); ClearCondition( COND_PASSENGER_EXITING ); } return; } // Update our internal state m_PassengerIntent = PASSENGER_INTENT_EXIT; // // Everything below this point will still attempt to exit the vehicle, once able // // Must have a valid vehicle if ( m_hVehicle == NULL ) return; // Cannot exit while we're upside down if ( m_hVehicle->IsOverturned() ) return; // Interrupt what we're doing SetCondition( COND_PASSENGER_EXITING ); } //----------------------------------------------------------------------------- // Purpose: FIXME - This should move into something a bit more flexible //----------------------------------------------------------------------------- void CAI_PassengerBehavior::AddPhysicsPush( float force ) { /* // Kick the vehicle so the player knows we've arrived Vector impulse = m_hVehicle->GetAbsOrigin() - GetOuter()->GetAbsOrigin(); VectorNormalize( impulse ); impulse.z = -0.75; VectorNormalize( impulse ); Vector vecForce = impulse * force; m_hVehicle->VPhysicsGetObject()->ApplyForceOffset( vecForce, GetOuter()->GetAbsOrigin() ); */ Vector vecDir; IPhysicsObject *pObject = GetOuter()->VPhysicsGetObject(); Vector vecVelocity; pObject->GetVelocity( &vecVelocity, NULL ); GetOuter()->GetVectors( NULL, NULL, &vecDir ); vecDir.Negate(); Vector vecForce = vecDir * force; m_hVehicle->VPhysicsGetObject()->ApplyForceOffset( vecForce, GetOuter()->GetAbsOrigin() ); } //----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CAI_PassengerBehavior::IsPassengerHostile( void ) { CBaseEntity *pPlayer = AI_GetSinglePlayer(); // If the player hates or fears the passenger, they're hostile if ( GetOuter()->IRelationType( pPlayer ) == D_HT || GetOuter()->IRelationType( pPlayer ) == D_FR ) return true; return false; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CAI_PassengerBehavior::InitVehicleState( void ) { // Set the player's state CBasePlayer *pPlayer = AI_GetSinglePlayer(); m_vehicleState.m_bPlayerInVehicle = ( pPlayer && pPlayer->IsInAVehicle() && pPlayer->GetServerVehicle() == m_hVehicle->GetServerVehicle() ); // Update our vehicle state so we don't confuse our previous velocity on the first frame! m_vehicleState.m_bWasBoosting = false; m_vehicleState.m_bWasOverturned = false; m_vehicleState.m_flNextWarningTime = 0.0f; m_vehicleState.m_vecDeltaVelocity = vec3_origin; m_vehicleState.m_flNextWarningTime = gpGlobals->curtime; m_vehicleState.m_vecLastAngles = m_hVehicle->GetAbsAngles(); Vector localVelocity; GetLocalVehicleVelocity( &m_vehicleState.m_vecLastLocalVelocity ); m_vehicleState.m_flLastSpeedSqr = localVelocity.LengthSqr(); } //----------------------------------------------------------------------------- // Purpose: Puts the NPC in hierarchy with the vehicle and makes them intangible //----------------------------------------------------------------------------- void CAI_PassengerBehavior::FinishEnterVehicle( void ) { if ( m_hVehicle == NULL ) return; // Get the ultimate position we want to be in Vector vecFinalPos; QAngle vecFinalAngles; GetEntryTarget( &vecFinalPos, &vecFinalAngles ); // Make sure we're exactly where we need to be GetOuter()->SetLocalOrigin( vecFinalPos ); GetOuter()->SetLocalAngles( vecFinalAngles ); GetOuter()->SetMoveType( MOVETYPE_NONE ); GetOuter()->GetMotor()->SetYawLocked( true ); // We're now riding inside the vehicle SetPassengerState( PASSENGER_STATE_INSIDE ); // If we've not been told to leave immediately, we're done if ( m_PassengerIntent == PASSENGER_INTENT_ENTER ) { m_PassengerIntent = PASSENGER_INTENT_NONE; } // Tell the vehicle we've succeeded m_hVehicle->NPC_FinishedEnterVehicle( GetOuter(), (IsPassengerHostile()==false) ); } //----------------------------------------------------------------------------- // Purpose: Removes the NPC from the car //----------------------------------------------------------------------------- void CAI_PassengerBehavior::FinishExitVehicle( void ) { if ( m_hVehicle == NULL ) return; // Destroy the blocker if ( m_hBlocker != NULL ) { UTIL_Remove( m_hBlocker ); m_hBlocker = NULL; } // To do this, we need to be very sure we're in a good spot GetOuter()->SetCondition( COND_PROVOKED ); GetOuter()->SetMoveType( MOVETYPE_STEP ); GetOuter()->RemoveFlag( FL_FLY ); GetOuter()->GetMotor()->SetYawLocked( false ); // Re-enable the physical collisions for this NPC IPhysicsObject *pPhysObj = GetOuter()->VPhysicsGetObject(); if ( pPhysObj != NULL ) { pPhysObj->EnableCollisions( true ); } m_hVehicle->NPC_RemovePassenger( GetOuter() ); m_hVehicle->NPC_FinishedExitVehicle( GetOuter(), (IsPassengerHostile()==false) ); SetPassengerState( PASSENGER_STATE_OUTSIDE ); // Stop our custom move sequence GetOuter()->m_iszSceneCustomMoveSeq = NULL_STRING; // If we've not been told to enter immediately, we're done if ( m_PassengerIntent == PASSENGER_INTENT_EXIT ) { m_PassengerIntent = PASSENGER_INTENT_NONE; Disable(); } } //----------------------------------------------------------------------------- // Purpose: Build our custom interrupt cases for the behavior //----------------------------------------------------------------------------- void CAI_PassengerBehavior::BuildScheduleTestBits( void ) { // Always interrupt when we need to get in or out if ( GetPassengerState() == PASSENGER_STATE_OUTSIDE || GetPassengerState() == PASSENGER_STATE_INSIDE ) { GetOuter()->SetCustomInterruptCondition( GetClassScheduleIdSpace()->ConditionLocalToGlobal( COND_PASSENGER_ENTERING ) ); GetOuter()->SetCustomInterruptCondition( GetClassScheduleIdSpace()->ConditionLocalToGlobal( COND_PASSENGER_EXITING ) ); GetOuter()->SetCustomInterruptCondition( GetClassScheduleIdSpace()->ConditionLocalToGlobal( COND_PASSENGER_CANCEL_ENTER ) ); } BaseClass::BuildScheduleTestBits(); } //----------------------------------------------------------------------------- // Purpose: Dictates whether or not the behavior is active and working // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CAI_PassengerBehavior::CanSelectSchedule( void ) { return m_bEnabled; } //----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CAI_PassengerBehavior::CanExitVehicle( void ) { // Vehicle must not be overturned if ( m_hVehicle->IsOverturned() ) return false; // Vehicle must be at rest Vector vecVelocity; m_hVehicle->GetVelocity( &vecVelocity, NULL ); if ( vecVelocity.LengthSqr() > Square( 8.0f ) ) return false; return true; } //----------------------------------------------------------------------------- // Purpose: Handles passengers deciding to enter or exit the vehicle // Output : int //----------------------------------------------------------------------------- int CAI_PassengerBehavior::SelectTransitionSchedule( void ) { // Handle our various states if ( GetPassengerState() == PASSENGER_STATE_INSIDE ) { // Exiting schedule if ( HasCondition( COND_PASSENGER_EXITING ) || m_PassengerIntent == PASSENGER_INTENT_EXIT ) { if ( CanExitVehicle( ) ) { ClearCondition( COND_PASSENGER_EXITING ); return SCHED_PASSENGER_EXIT_VEHICLE; } } } else if ( GetPassengerState() == PASSENGER_STATE_ENTERING || GetPassengerState() == PASSENGER_STATE_EXITING ) { // The following code attempts to fix up a passenger being interrupted mid-transition Warning( "SelectSchedule() called on transitioning passenger!\n" ); ADD_DEBUG_HISTORY( HISTORY_AI_DECISIONS, UTIL_VarArgs( "%s(%d): SelectSchedule() called on transitioning passenger!\n", GetOuter()->GetDebugName(), GetOuter()->entindex() ) ); Assert( 0 ); // Correct this issue immediately if ( GetPassengerState() == PASSENGER_STATE_EXITING ) { // Force them out of the vehicle to where they want to be // The teleport function is overridden for passengers, meaning that they will clean up properly when called to do so GetOuter()->Teleport( &m_vecTargetPosition, &m_vecTargetAngles, NULL ); } else if ( GetPassengerState() == PASSENGER_STATE_ENTERING ) { // Force them into the proper position GetOuter()->SetLocalOrigin( m_vecTargetPosition ); GetOuter()->SetLocalAngles( m_vecTargetAngles ); FinishEnterVehicle(); } // Stop playing our animation SetActivity( ACT_RESET ); } return SCHED_NONE; } //----------------------------------------------------------------------------- // Purpose: Overrides the schedule selection // Output : int - Schedule to play //----------------------------------------------------------------------------- int CAI_PassengerBehavior::SelectSchedule( void ) { // Protect from this rare occurrence happening if ( m_hVehicle == NULL ) { Assert( m_hVehicle != NULL ); Warning( "Entity %s running passenger behavior without a valid vehicle!\n", GetName() ); Disable(); return BaseClass::SelectSchedule(); } // See if we're transitioning in / out of the vehicle int nSchedule = SelectTransitionSchedule(); if ( nSchedule != SCHED_NONE ) return nSchedule; return SCHED_PASSENGER_IDLE; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CAI_PassengerBehavior::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode ) { switch( failedTask ) { // For now, just sit back down case TASK_PASSENGER_DETACH_FROM_VEHICLE: return SCHED_PASSENGER_IDLE; break; } return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode ); } //----------------------------------------------------------------------------- // Purpose: Finds a ground position at a given location with some delta up and down to check // Input : &in - position to check at // delta - amount of distance up and down to check // *out - ground position // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CAI_PassengerBehavior::FindGroundAtPosition( const Vector &in, float flUpDelta, float flDownDelta, Vector *out ) { Vector startPos = in + Vector( 0, 0, flUpDelta ); // Look up by delta Vector endPos = in - Vector( 0, 0, flDownDelta ); // Look down by delta Vector hullMin = GetOuter()->GetHullMins(); Vector hullMax = GetOuter()->GetHullMaxs(); // Ignore ourself and the vehicle we're referencing CTraceFilterVehicleTransition ignoreFilter( m_hVehicle, GetOuter(), COLLISION_GROUP_NONE ); trace_t tr; UTIL_TraceHull( startPos, endPos, hullMin, hullMax, GetOuter()->GetAITraceMask(), &ignoreFilter, &tr ); // Must not have ended up in solid space if ( tr.allsolid ) { // Debug if ( passenger_debug_transition.GetBool() ) { NDebugOverlay::SweptBox( tr.startpos, tr.endpos, hullMin, hullMax, vec3_angle, 255, 255, 0, 255, 1.0f ); } return false; } // Must have ended up with feet on the ground if ( tr.DidHitWorld() || ( tr.m_pEnt && tr.m_pEnt->IsStandable() ) ) { // Debug if ( passenger_debug_transition.GetBool() ) { NDebugOverlay::SweptBox( tr.startpos, tr.endpos, hullMin, hullMax, vec3_angle, 0, 255, 0, 255, 1.0f ); } *out = tr.endpos; return true; } // Ended up in the air if ( passenger_debug_transition.GetBool() ) { NDebugOverlay::SweptBox( tr.startpos, tr.endpos, hullMin, hullMax, vec3_angle, 255, 0, 0, 255, 1.0f ); } return false; } //----------------------------------------------------------------------------- // Purpose: Attempt to verify that a test position is on the node graph //----------------------------------------------------------------------------- bool CAI_PassengerBehavior::PointIsNavigable( const Vector &vecTargetPos ) { // Attempt to local move between this point and the nearest node, ignoring anything but world architecture AIMoveTrace_t moveTrace; int iNearestNode = GetOuter()->GetPathfinder()->NearestNodeToPoint( vecTargetPos ); if ( iNearestNode != NO_NODE ) { // Try a movement trace between the test position and the node GetOuter()->GetMoveProbe()->MoveLimit( NAV_GROUND, g_pBigAINet->GetNodePosition(GetOuter()->GetHullType(), iNearestNode ), vecTargetPos, MASK_SOLID_BRUSHONLY, NULL, 0, &moveTrace ); // See if we got close enough to call it arrived if ( ( moveTrace.vEndPosition - vecTargetPos ).LengthSqr() < Square( GetHullWidth() ) && GetOuter()->GetMoveProbe()->CheckStandPosition( moveTrace.vEndPosition, MASK_SOLID_BRUSHONLY ) ) { // NDebugOverlay::HorzArrow( vecTargetPos, moveTrace.vEndPosition, 8.0f, 255, 0, 0, 16, true, 4.0f ); // NDebugOverlay::HorzArrow( vecTargetPos, g_pBigAINet->GetNodePosition(GetOuter()->GetHullType(), iNearestNode ), 8.0f, 255, 255, 0, 16, true, 4.0f ); return true; } } return false; } //----------------------------------------------------------------------------- // Purpose: Gets the exit point for the passenger (on the ground) // Input : &vecOut - position the entity should be at when finished exiting // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CAI_PassengerBehavior::GetExitPoint( int nSequence, Vector *vecExitPoint, QAngle *vecExitAngles ) { bool bSucceeded = true; // Get the delta to the final position as will be dictated by this animation's auto movement Vector vecDeltaPos; QAngle vecDeltaAngles; GetOuter()->GetSequenceMovement( nSequence, 0.0f, 1.0f, vecDeltaPos, vecDeltaAngles ); // Rotate the delta position by our starting angles Vector vecRotPos = vecDeltaPos; VectorRotate( vecRotPos, GetOuter()->GetAbsAngles(), vecDeltaPos ); if ( vecExitPoint != NULL ) { float flDownDelta = 64.0f; float flUpDelta = 16.0f; Vector vecGroundPos; bool bFoundGround = FindGroundAtPosition( GetOuter()->GetAbsOrigin() + vecDeltaPos, flUpDelta, flDownDelta, &vecGroundPos ); if ( bFoundGround ) { if ( PointIsNavigable( vecGroundPos ) == false ) { bSucceeded = false; } } else { bSucceeded = false; } *vecExitPoint = vecGroundPos; } if ( vecExitAngles != NULL ) { QAngle newAngles = GetOuter()->GetAbsAngles() + vecDeltaAngles; newAngles.x = UTIL_AngleMod( newAngles.x ); newAngles.y = UTIL_AngleMod( newAngles.y ); newAngles.z = UTIL_AngleMod( newAngles.z ); *vecExitAngles = newAngles; } return bSucceeded; } //----------------------------------------------------------------------------- // Purpose: Reserve our entry point // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CAI_PassengerBehavior::ReserveEntryPoint( VehicleSeatQuery_e eSeatSearchType ) { // FIXME: Move all this logic into the NPC_EnterVehicle function? // Find any seat to get into int nSeatID = m_hVehicle->GetServerVehicle()->NPC_GetAvailableSeat( GetOuter(), GetRoleName(), eSeatSearchType ); if ( nSeatID != VEHICLE_SEAT_INVALID ) return m_hVehicle->NPC_AddPassenger( GetOuter(), GetRoleName(), nSeatID ); return false; } //----------------------------------------------------------------------------- // Purpose: Determines whether the NPC can move between a start and end position of a transition // Input : &vecStartPos - start position // &vecEndPos - end position // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CAI_PassengerBehavior::IsValidTransitionPoint( const Vector &vecStartPos, const Vector &vecEndPos ) { // Now sweep a hull through space to see if we can validly exit there Vector vecHullMins = GetOuter()->GetHullMins() + Vector( 0, 0, GetOuter()->StepHeight()*2.0f ); Vector vecHullMaxs = GetOuter()->GetHullMaxs() - Vector( 0, 0, GetOuter()->StepHeight() ); trace_t tr; CTraceFilterVehicleTransition skipFilter( GetOuter(), m_hVehicle, COLLISION_GROUP_NONE ); UTIL_TraceHull( vecStartPos, vecEndPos, vecHullMins, vecHullMaxs, GetOuter()->GetAITraceMask(), &skipFilter, &tr ); // If we're blocked, we can't get out there if ( tr.fraction < 1.0f || tr.allsolid ) { if ( passenger_debug_transition.GetBool() ) { NDebugOverlay::SweptBox( vecStartPos, vecEndPos, vecHullMins, vecHullMaxs, vec3_angle, 255, 0, 0, 64, 2.0f ); } return false; } return true; } //----------------------------------------------------------------------------- // Purpose: Find the proper sequence to use (weighted by priority or distance from current position) // to enter the vehicle. // Input : bNearest - Use distance as the criteria for a "best" sequence. Otherwise the order of the // seats is their priority. // Output : int - sequence index //----------------------------------------------------------------------------- int CAI_PassengerBehavior::FindEntrySequence( bool bNearest /*= false*/ ) { // Get a list of all our animations const PassengerSeatAnims_t *pEntryAnims = m_hVehicle->GetServerVehicle()->NPC_GetPassengerSeatAnims( GetOuter(), PASSENGER_SEAT_ENTRY ); if ( pEntryAnims == NULL ) return -1; // Get the ultimate position we'll end up at Vector vecStartPos, vecEndPos; if ( m_hVehicle->GetServerVehicle()->NPC_GetPassengerSeatPosition( GetOuter(), &vecEndPos, NULL ) == false ) return -1; const CPassengerSeatTransition *pTransition; Vector vecSeatDir; float flNearestDist = FLT_MAX; float flSeatDist; int nNearestSequence = -1; int nSequence; // Test each animation (sorted by priority) for the best match for ( int i = 0; i < pEntryAnims->Count(); i++ ) { // Find the activity for this animation name pTransition = &pEntryAnims->Element(i); nSequence = GetOuter()->LookupSequence( STRING( pTransition->GetAnimationName() ) ); if ( nSequence == -1 ) continue; // Test this entry for validity if ( GetEntryPoint( nSequence, &vecStartPos ) == false ) continue; // Check to see if we can use this if ( IsValidTransitionPoint( vecStartPos, vecEndPos ) ) { // If we're just looking for the first, we're done if ( bNearest == false ) return nSequence; // Otherwise distance is the deciding factor vecSeatDir = ( vecStartPos - GetOuter()->GetAbsOrigin() ); flSeatDist = VectorNormalize( vecSeatDir ); // Closer, take it if ( flSeatDist < flNearestDist ) { flNearestDist = flSeatDist; nNearestSequence = nSequence; } } } return nNearestSequence; } //----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- int CAI_PassengerBehavior::FindExitSequence( void ) { // Get a list of all our animations const PassengerSeatAnims_t *pExitAnims = m_hVehicle->GetServerVehicle()->NPC_GetPassengerSeatAnims( GetOuter(), PASSENGER_SEAT_EXIT ); if ( pExitAnims == NULL ) return -1; // Get the ultimate position we'll end up at Vector vecStartPos, vecEndPos; if ( m_hVehicle->GetServerVehicle()->NPC_GetPassengerSeatPosition( GetOuter(), &vecStartPos, NULL ) == false ) return -1; // Test each animation (sorted by priority) for the best match for ( int i = 0; i < pExitAnims->Count(); i++ ) { // Find the activity for this animation name int nSequence = GetOuter()->LookupSequence( STRING( pExitAnims->Element(i).GetAnimationName() ) ); if ( nSequence == -1 ) continue; // Test this entry for validity if ( GetExitPoint( nSequence, &vecEndPos ) == false ) continue; // Check to see if we can use this if ( IsValidTransitionPoint( vecStartPos, vecEndPos ) ) return nSequence; } return -1; } //----------------------------------------------------------------------------- // Purpose: Reserve our exit point so nothing moves into it while we're moving // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CAI_PassengerBehavior::ReserveExitPoint( void ) { // Cannot exit while we're upside down // FIXME: This is probably redundant! if ( m_hVehicle->IsOverturned() ) return false; // Find the exit activity to use int nSequence = FindExitSequence(); if ( nSequence == -1 ) return false; // Get the exit position Vector vecGroundPos; if ( GetExitPoint( nSequence, &vecGroundPos, &m_vecTargetAngles ) == false ) return false; // We have to do this specially because the activities are not named SetTransitionSequence( nSequence ); // Reserve this space Vector hullMin = GetOuter()->GetHullMins(); Vector hullMax = GetOuter()->GetHullMaxs(); m_hBlocker = CEntityBlocker::Create( vecGroundPos, hullMin, hullMax, GetOuter(), true ); // Save this destination position so we can interpolate towards it m_vecTargetPosition = vecGroundPos; // Pitch and roll must be zero when we finish! m_vecTargetAngles.x = m_vecTargetAngles.z = 0.0f; if ( passenger_debug_transition.GetBool() ) { Vector vecForward; AngleVectors( m_vecTargetAngles, &vecForward, NULL, NULL ); Vector vecArrowEnd = m_vecTargetPosition + ( vecForward * 64.0f ); NDebugOverlay::HorzArrow( m_vecTargetPosition, vecArrowEnd, 8.0f, 255, 255, 0, 64, true, 4.0f ); } return true; } //----------------------------------------------------------------------------- // Purpose: Find the exact point we'd like to start our animation from to enter // the vehicle. //----------------------------------------------------------------------------- bool CAI_PassengerBehavior::GetEntryPoint( int nSequence, Vector *vecEntryPoint, QAngle *vecEntryAngles ) { bool bSucceeded = true; // Get the delta to the final position as will be dictated by this animation's auto movement Vector vecDeltaPos; QAngle vecDeltaAngles; GetOuter()->GetSequenceMovement( nSequence, 1.0f, 0.0f, vecDeltaPos, vecDeltaAngles ); // Get the final position we're trying to end up at Vector vecTargetPos; QAngle vecTargetAngles; GetEntryTarget( &vecTargetPos, &vecTargetAngles ); // Rotate it to match Vector vecPreDelta = vecDeltaPos; VectorRotate( vecPreDelta, vecTargetAngles, vecDeltaPos ); // Offset this into the proper worldspace position vecTargetPos = vecTargetPos + vecDeltaPos; // Output the position, if requested if ( vecEntryPoint != NULL ) { m_hVehicle->EntityToWorldSpace( vecTargetPos, vecEntryPoint ); // Trace down to the ground to see where we'll stand Vector vecGroundPos; if ( FindGroundAtPosition( (*vecEntryPoint), 16.0f, 64.0f, &vecGroundPos ) == false ) { // We failed if ( passenger_debug_transition.GetBool() ) { NDebugOverlay::SweptBox( (*vecEntryPoint), vecGroundPos, GetOuter()->GetHullMins(), GetOuter()->GetHullMaxs(), vec3_angle, 255, 0, 0, 64, 2.0f ); } // The floor could not be found bSucceeded = false; } // Take this position *vecEntryPoint = vecGroundPos; } // Output the angles, if requested if ( vecEntryAngles != NULL ) { // Add our delta angles to find what angles to start at *vecEntryAngles = vecTargetAngles; vecEntryAngles->y = UTIL_AngleMod( vecTargetAngles.y + vecDeltaAngles.y ); //Transform those angles to worldspace matrix3x4_t angToParent, angToWorld; AngleMatrix( (*vecEntryAngles), angToParent ); ConcatTransforms( m_hVehicle->EntityToWorldTransform(), angToParent, angToWorld ); MatrixAngles( angToWorld, (*vecEntryAngles) ); } // Debug info if ( passenger_debug_transition.GetBool() && vecEntryPoint && vecEntryAngles ) { NDebugOverlay::Axis( *vecEntryPoint, vecTargetAngles, 16, true, 4.0f ); NDebugOverlay::Cross3D( *vecEntryPoint, 4, 255, 255, 0, true, 4.0f ); if ( vecEntryAngles != NULL ) { Vector vecForward; AngleVectors( (*vecEntryAngles), &vecForward, NULL, NULL ); Vector vecArrowEnd = (*vecEntryPoint ) + ( vecForward * 64.0f ); NDebugOverlay::HorzArrow( (*vecEntryPoint), vecArrowEnd, 8.0f, 0, 255, 0, 64, true, 4.0f ); } } return bSucceeded; } //----------------------------------------------------------------------------- // Purpose: Do the low-level work to detach us from our vehicle //----------------------------------------------------------------------------- void CAI_PassengerBehavior::DetachFromVehicle( void ) { // Detach from the parent GetOuter()->SetParent( NULL ); GetOuter()->SetMoveType( MOVETYPE_STEP ); GetOuter()->AddFlag( FL_FLY ); GetOuter()->SetGroundEntity( NULL ); GetOuter()->SetCollisionGroup( COLLISION_GROUP_NPC ); m_hVehicle->RemovePhysicsChild( GetOuter() ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CAI_PassengerBehavior::AttachToVehicle( void ) { // Parent to the vehicle GetOuter()->ClearForceCrouch(); GetOuter()->SetParent( m_hVehicle ); GetOuter()->AddFlag( FL_FLY ); GetOuter()->SetGroundEntity( NULL ); GetOuter()->SetCollisionGroup( COLLISION_GROUP_IN_VEHICLE ); // Turn off physical interactions while we're in the vehicle IPhysicsObject *pPhysObj = GetOuter()->VPhysicsGetObject(); if ( pPhysObj != NULL ) { pPhysObj->EnableCollisions( false ); } // Set our destination target GetEntryTarget( &m_vecTargetPosition, &m_vecTargetAngles ); // Get physics messages from our attached physics object m_hVehicle->AddPhysicsChild( GetOuter() ); } //----------------------------------------------------------------------------- // Purpose: Handle task starting //----------------------------------------------------------------------------- void CAI_PassengerBehavior::StartTask( const Task_t *pTask ) { switch ( pTask->iTask ) { case TASK_PASSENGER_ENTER_VEHICLE: { // You must have set your entrance animation before this point! Assert( m_nTransitionSequence != -1 ); // Start us playing the correct sequence GetOuter()->SetIdealActivity( ACT_SCRIPT_CUSTOM_MOVE ); SetPassengerState( PASSENGER_STATE_ENTERING ); // Overlaying any gestures will mess us up, so don't allow it GetOuter()->RemoveAllGestures(); } break; case TASK_PASSENGER_EXIT_VEHICLE: { // You must have set your entrance animation before this point! Assert( m_nTransitionSequence != -1 ); // Start us playing the correct sequence GetOuter()->SetIdealActivity( ACT_SCRIPT_CUSTOM_MOVE ); // Overlaying any gestures will mess us up, so don't allow it GetOuter()->RemoveAllGestures(); } break; case TASK_PASSENGER_ATTACH_TO_VEHICLE: { AttachToVehicle(); TaskComplete(); } break; case TASK_PASSENGER_DETACH_FROM_VEHICLE: { // Place an entity blocker where we're going to go if ( ReserveExitPoint() == false ) { OnExitVehicleFailed(); TaskFail("Failed to find valid exit point\n"); return; } // Physically detach from the vehicle DetachFromVehicle(); // Mark that we're now disembarking SetPassengerState( PASSENGER_STATE_EXITING ); TaskComplete(); } break; case TASK_PASSENGER_SET_IDEAL_ENTRY_YAW: { // Get the ideal facing to enter the vehicle QAngle vecEntryAngles; GetEntryPoint( m_nTransitionSequence, NULL, &vecEntryAngles ); GetOuter()->GetMotor()->SetIdealYaw( vecEntryAngles.y ); TaskComplete(); return; } break; default: BaseClass::StartTask( pTask ); break; } } //----------------------------------------------------------------------------- // Purpose: Handle task running //----------------------------------------------------------------------------- void CAI_PassengerBehavior::RunTask( const Task_t *pTask ) { switch ( pTask->iTask ) { case TASK_PASSENGER_ENTER_VEHICLE: { // Correct for angular/spatial deviation Assert( GetSequence() == m_nTransitionSequence ); if ( GetSequence() != m_nTransitionSequence ) { Warning("Corrected entrance animation on vehicle enter!\n"); GetOuter()->SetIdealActivity( ACT_SCRIPT_CUSTOM_MOVE ); GetOuter()->GetNavigator()->ClearGoal(); SetTransitionSequence( m_nTransitionSequence ); } bool corrected = DoTransitionMovement(); // We must be done with the animation and in the correct position if ( corrected == false ) { FinishEnterVehicle(); TaskComplete(); } } break; case TASK_PASSENGER_EXIT_VEHICLE: { // Correct for angular/spatial deviation Assert( GetSequence() == m_nTransitionSequence ); if ( GetSequence() != m_nTransitionSequence ) { Warning("Corrected exit animation on vehicle exit!\n"); GetOuter()->SetIdealActivity( ACT_SCRIPT_CUSTOM_MOVE ); GetOuter()->GetNavigator()->ClearGoal(); SetTransitionSequence( m_nTransitionSequence ); } // Correct for angular/spatial deviation bool corrected = DoTransitionMovement(); // We must be done with the animation and in the correct position if ( corrected == false ) { FinishExitVehicle(); TaskComplete(); } } break; default: BaseClass::RunTask( pTask ); break; } } //----------------------------------------------------------------------------- // Purpose: Find the blend amounts for position and angles, given a point in // time within a sequence //----------------------------------------------------------------------------- bool CAI_PassengerBehavior::GetSequenceBlendAmount( float flCycle, float *posBlend, float *angBlend ) { // Find positional blend, if requested if ( posBlend != NULL ) { float flFrac = RemapValClamped( flCycle, m_flOriginStartFrame, m_flOriginEndFrame, 0.0f, 1.0f ); (*posBlend) = SimpleSpline( flFrac ); } // Find angular blend, if requested if ( angBlend != NULL ) { float flFrac = RemapValClamped( flCycle, m_flAnglesStartFrame, m_flAnglesEndFrame, 0.0f, 1.0f ); (*angBlend) = SimpleSpline( flFrac ); } return true; } //----------------------------------------------------------------------------- // Purpose: Returns the target destination for the entry animation //----------------------------------------------------------------------------- void CAI_PassengerBehavior::GetEntryTarget( Vector *vecOrigin, QAngle *vecAngles ) { // Get the ultimate position we'll end up at m_hVehicle->GetServerVehicle()->NPC_GetPassengerSeatPositionLocal( GetOuter(), vecOrigin, vecAngles ); } //----------------------------------------------------------------------------- // Purpose: Returns the ideal position to be in to end up at the target at the // end of the animation. //----------------------------------------------------------------------------- void CAI_PassengerBehavior::GetTransitionAnimationIdeal( float flCycle, const Vector &vecTargetPos, const QAngle &vecTargetAngles, Vector *idealOrigin, QAngle *idealAngles ) { // Get the position in time working backwards from our goal Vector vecDeltaPos; QAngle vecDeltaAngles; GetOuter()->GetSequenceMovement( GetSequence(), 1.0f, flCycle, vecDeltaPos, vecDeltaAngles ); // Rotate the delta by our local angles Vector vecPreDelta = vecDeltaPos; VectorRotate( vecPreDelta, vecTargetAngles, vecDeltaPos ); // Ideal origin if ( idealOrigin != NULL ) { *idealOrigin = ( vecTargetPos + vecDeltaPos ); } // Ideal angles if ( idealAngles != NULL ) { (*idealAngles).x = anglemod( vecTargetAngles.x + vecDeltaAngles.x ); (*idealAngles).y = anglemod( vecTargetAngles.y + vecDeltaAngles.y ); (*idealAngles).z = anglemod( vecTargetAngles.z + vecDeltaAngles.z ); } } //----------------------------------------------------------------------------- // FIXME: This is basically a complete duplication of GetIntervalMovement // which doesn't remove the x and z components of the angles. This // should be consolidated to not replicate so much code! -- jdw //----------------------------------------------------------------------------- bool CAI_PassengerBehavior::LocalIntervalMovement( float flInterval, bool &bMoveSeqFinished, Vector &newPosition, QAngle &newAngles ) { CStudioHdr *pstudiohdr = GetOuter()->GetModelPtr(); if ( pstudiohdr == NULL ) return false; // Get our next cycle point float flNextCycle = GetNextCycleForInterval( GetSequence(), flInterval ); // Fix-up loops if ( ( GetOuter()->SequenceLoops() == false ) && flNextCycle > 1.0f ) { flInterval = GetOuter()->GetCycle() / ( GetOuter()->GetSequenceCycleRate( GetSequence() ) * GetOuter()->GetPlaybackRate() ); flNextCycle = 1.0f; bMoveSeqFinished = true; } else { bMoveSeqFinished = false; } Vector deltaPos; QAngle deltaAngles; // Find the delta position and delta angles for this sequence if ( Studio_SeqMovement( pstudiohdr, GetOuter()->GetSequence(), GetOuter()->GetCycle(), flNextCycle, GetOuter()->GetPoseParameterArray(), deltaPos, deltaAngles )) { Vector vecPreDelta = deltaPos; VectorRotate( vecPreDelta, GetOuter()->GetLocalAngles(), deltaPos ); newPosition = GetLocalOrigin() + deltaPos; newAngles = GetLocalAngles() + deltaAngles; return true; } else { newPosition = GetLocalOrigin(); newAngles = GetLocalAngles(); return false; } return false; } //----------------------------------------------------------------------------- // Purpose: Get the next cycle point in a sequence for a given interval //----------------------------------------------------------------------------- float CAI_PassengerBehavior::GetNextCycleForInterval( int nSequence, float flInterval ) { return GetOuter()->GetCycle() + flInterval * GetOuter()->GetSequenceCycleRate( GetSequence() ) * GetOuter()->GetPlaybackRate(); } //----------------------------------------------------------------------------- // Purpose: Draw debug information for the transitional movement //----------------------------------------------------------------------------- void CAI_PassengerBehavior::DrawDebugTransitionInfo( const Vector &vecIdealPos, const QAngle &vecIdealAngles, const Vector &vecAnimPos, const QAngle &vecAnimAngles ) { // Debug info if ( GetPassengerState() == PASSENGER_STATE_ENTERING ) { // Green - Ideal location Vector foo; m_hVehicle->EntityToWorldSpace( vecIdealPos, &foo ); NDebugOverlay::Cross3D( foo, 2, 0, 255, 0, true, 0.1f ); NDebugOverlay::Axis( foo, vecIdealAngles, 8, true, 0.1f ); // Blue - Actual location m_hVehicle->EntityToWorldSpace( vecAnimPos, &foo ); NDebugOverlay::Cross3D( foo, 2, 0, 0, 255, true, 0.1f ); NDebugOverlay::Axis( foo, vecAnimAngles, 8, true, 0.1f ); } else { // Green - Ideal location NDebugOverlay::Cross3D( vecIdealPos, 4, 0, 255, 0, true, 0.1f ); NDebugOverlay::Axis( vecIdealPos, vecIdealAngles, 8, true, 0.1f ); // Blue - Actual location NDebugOverlay::Cross3D( vecAnimPos, 2, 0, 0, 255, true, 0.1f ); NDebugOverlay::Axis( vecAnimPos, vecAnimAngles, 8, true, 0.1f ); } } //----------------------------------------------------------------------------- // Purpose: Local movement to enter or exit the vehicle // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CAI_PassengerBehavior::DoTransitionMovement( void ) { // Get our animation's extrapolated end position Vector vecAnimPos; QAngle vecAnimAngles; float flInterval = GetOuter()->GetAnimTimeInterval(); bool bSequenceFinished; // Get the position we're moving to for this frame with our animation's motion if ( LocalIntervalMovement( flInterval, bSequenceFinished, vecAnimPos, vecAnimAngles ) ) { // Get the position we'd ideally be in Vector vecIdealPos; QAngle vecIdealAngles; float flNextCycle = GetNextCycleForInterval( GetOuter()->GetSequence(), flInterval ); flNextCycle = clamp( flNextCycle, 0.0f, 1.0f ); GetTransitionAnimationIdeal( flNextCycle, m_vecTargetPosition, m_vecTargetAngles, &vecIdealPos, &vecIdealAngles ); // Get the amount of error to blend out float flPosBlend = 1.0f; float flAngBlend = 1.0f; GetSequenceBlendAmount( flNextCycle, &flPosBlend, &flAngBlend ); // Find the error between our position and our ideal Vector vecDelta = ( vecIdealPos - vecAnimPos ) * flPosBlend; QAngle vecDeltaAngles; vecDeltaAngles.x = AngleDiff( vecIdealAngles.x, vecAnimAngles.x ) * flAngBlend; vecDeltaAngles.y = AngleDiff( vecIdealAngles.y, vecAnimAngles.y ) * flAngBlend; vecDeltaAngles.z = AngleDiff( vecIdealAngles.z, vecAnimAngles.z ) * flAngBlend; // Factor in the error GetOuter()->SetLocalOrigin( vecAnimPos + vecDelta ); GetOuter()->SetLocalAngles( vecAnimAngles + vecDeltaAngles ); // Draw our debug information if ( passenger_debug_transition.GetBool() ) { DrawDebugTransitionInfo( vecIdealPos, vecIdealAngles, vecAnimPos, vecAnimAngles ); } // We're done moving if ( bSequenceFinished ) return false; // We're still correcting out the error return true; } // There was no movement in the animation return false; } //----------------------------------------------------------------------------- // Purpose: Translate normal schedules into vehicle schedules //----------------------------------------------------------------------------- int CAI_PassengerBehavior::TranslateSchedule( int scheduleType ) { if ( GetPassengerState() == PASSENGER_STATE_INSIDE ) { // Always be seated when riding in the car! if ( scheduleType == SCHED_IDLE_STAND ) return SCHED_PASSENGER_IDLE; } return BaseClass::TranslateSchedule( scheduleType ); } //----------------------------------------------------------------------------- // Purpose: Returns the velocity of the vehicle with respect to its orientation //----------------------------------------------------------------------------- void CAI_PassengerBehavior::GetLocalVehicleVelocity( Vector *pOut ) { Vector velocity; m_hVehicle->GetVelocity( &velocity, NULL ); m_hVehicle->WorldToEntitySpace( m_hVehicle->GetAbsOrigin() + velocity, pOut ); } //----------------------------------------------------------------------------- // Purpose: Gather conditions we can comment on or react to while riding in the vehicle //----------------------------------------------------------------------------- void CAI_PassengerBehavior::GatherVehicleStateConditions( void ) { // Must have a vehicle to bother with this if ( m_hVehicle == NULL ) return; // Clear out transient conditions ClearCondition( COND_PASSENGER_HARD_IMPACT ); ClearCondition( COND_PASSENGER_ERRATIC_DRIVING ); ClearCondition( COND_PASSENGER_JOSTLE_SMALL ); ClearCondition( COND_PASSENGER_VEHICLE_STARTED ); ClearCondition( COND_PASSENGER_VEHICLE_STOPPED ); ClearCondition( COND_PASSENGER_PLAYER_ENTERED_VEHICLE ); ClearCondition( COND_PASSENGER_PLAYER_EXITED_VEHICLE ); CBasePlayer *pPlayer = AI_GetSinglePlayer(); if ( pPlayer ) { if ( pPlayer->IsInAVehicle() && pPlayer->GetVehicle() == m_hVehicle->GetServerVehicle() ) { if ( m_vehicleState.m_bPlayerInVehicle == false ) { SetCondition( COND_PASSENGER_PLAYER_ENTERED_VEHICLE ); m_vehicleState.m_bPlayerInVehicle = true; } } else { if ( m_vehicleState.m_bPlayerInVehicle ) { SetCondition( COND_PASSENGER_PLAYER_EXITED_VEHICLE ); m_vehicleState.m_bPlayerInVehicle = false; } } } // Get the vehicle's boost state if ( m_hVehicle->m_nBoostTimeLeft < 100.0f ) { if ( m_vehicleState.m_bWasBoosting == false ) { m_vehicleState.m_bWasBoosting = true; } } else { m_vehicleState.m_bWasBoosting = false; } // Detect being overturned if ( m_hVehicle->IsOverturned() ) { SetCondition( COND_PASSENGER_OVERTURNED ); if ( m_vehicleState.m_bWasOverturned == false ) { m_vehicleState.m_bWasOverturned = true; } } else { ClearCondition( COND_PASSENGER_OVERTURNED ); m_vehicleState.m_bWasOverturned = false; } // Get our local velocity Vector localVelocity; GetLocalVehicleVelocity( &localVelocity ); Vector deltaVelocity = ( localVelocity - m_vehicleState.m_vecLastLocalVelocity ); // Detect a sudden stop! if ( deltaVelocity.y < passenger_impact_response_threshold.GetFloat() ) { SetCondition( COND_PASSENGER_HARD_IMPACT ); } else if ( fabs( deltaVelocity.x ) > 200.0f || fabs( deltaVelocity.z ) > 75.0f ) { // The X axis represents lateral movement and the Z axis represents vertical movement{ SetCondition( COND_PASSENGER_ERRATIC_DRIVING ); } else if ( fabs( deltaVelocity.x ) > 50.0f || fabs( deltaVelocity.z ) > 25.0f ) { // Lightly jostled SetCondition( COND_PASSENGER_JOSTLE_SMALL ); } // Get our speed float flSpeedSqr = localVelocity.LengthSqr(); // See if we've crossed over the threshold between movement to stillness if ( m_vehicleState.m_flLastSpeedSqr > STOPPED_VELOCITY_THRESHOLD_SQR && flSpeedSqr < STOPPED_VELOCITY_THRESHOLD_SQR ) { SetCondition( COND_PASSENGER_VEHICLE_STOPPED ); } else if ( m_vehicleState.m_flLastSpeedSqr < STARTED_VELOCITY_THRESHOLD_SQR && flSpeedSqr > STARTED_VELOCITY_THRESHOLD_SQR ) { // See if we've crossed over the threshold between stillness to movement SetCondition( COND_PASSENGER_VEHICLE_STARTED ); } // Save this as our last speed m_vehicleState.m_flLastSpeedSqr = flSpeedSqr; // Find our delta velocity from the last frame m_vehicleState.m_vecDeltaVelocity = ( localVelocity - m_vehicleState.m_vecLastLocalVelocity ); m_vehicleState.m_vecLastLocalVelocity = localVelocity; // Get our angular velocity Vector vecVelocity; AngularImpulse angVelocty; m_hVehicle->GetVelocity( &vecVelocity, &angVelocty ); QAngle angVel( angVelocty.x, angVelocty.y, angVelocty.z ); // Blend this into the old values m_vehicleState.m_vecLastAngles = ( m_vehicleState.m_vecLastAngles * 0.2f ) + ( angVel * 0.8f ); } //----------------------------------------------------------------------------- // Purpose: Do some pre-schedule clean-up //----------------------------------------------------------------------------- void CAI_PassengerBehavior::PrescheduleThink( void ) { BaseClass::PrescheduleThink(); // If we're outside the vehicle, we need to turn this behavior off immediately if ( GetPassengerState() == PASSENGER_STATE_OUTSIDE && HasCondition( COND_PASSENGER_CANCEL_ENTER ) ) { // Clear out our passenger intent m_PassengerIntent = PASSENGER_INTENT_NONE; ClearCondition( COND_PASSENGER_CANCEL_ENTER ); // Stop pathfinding GetOuter()->GetNavigator()->ClearGoal(); // We're outside and have no intent to enter, so we're done Disable(); // This must be stomped to cause our behavior to relinquish control GetOuter()->ClearSchedule("Passenger enter canceled"); } #ifdef DEBUG if ( GetPassengerState() == PASSENGER_STATE_INSIDE ) { Vector vecSeatOrigin; QAngle vecSeatAngles; if ( m_hVehicle && m_hVehicle->GetServerVehicle()->NPC_GetPassengerSeatPositionLocal( GetOuter(), &vecSeatOrigin, &vecSeatAngles ) ) { if ( ( GetLocalOrigin() - vecSeatOrigin ).LengthSqr() > Square( 0.1f ) ) { Warning( "Passenger has strayed from seat position!\n" ); // GetOuter()->SetLocalOrigin( vecSeatOrigin ); // GetOuter()->SetLocalAngles( vecSeatAngles ); } } else { Warning( "Passenger is in vehicle without a valid seat position! -- EJECTED\n" ); GetOuter()->SetParent( NULL ); Disable(); return; } } #endif // DEBUG } //----------------------------------------------------------------------------- // Purpose: Gather conditions for our use in making decisions //----------------------------------------------------------------------------- void CAI_PassengerBehavior::GatherConditions( void ) { if ( IsEnabled() == false ) return BaseClass::GatherConditions(); // Sense the state of the car GatherVehicleStateConditions(); BaseClass::GatherConditions(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CAI_PassengerBehavior::ModifyOrAppendCriteria( AI_CriteriaSet& criteriaSet ) { if ( m_hVehicle == NULL ) return; // Mark whether we're overturned or not bool bOverturned = m_hVehicle->IsOverturned(); criteriaSet.AppendCriteria( "vehicle_overturned", bOverturned ? "1" : "0" ); // Denote whether we're in the vehicle or not bool bInsideVehicle = ( GetPassengerState() == PASSENGER_STATE_INSIDE ); criteriaSet.AppendCriteria( "vehicle_inside", bInsideVehicle ? "1" : "0" ); // Note what angle we're at (extreme or normal) Vector vecUp( 0.0f, 0.0f, 1.0f ); Vector vecVehicleUp; m_hVehicle->GetVectors( NULL, NULL, &vecVehicleUp ); float flVehicleUp = DotProduct( vecVehicleUp, vecUp ); criteriaSet.AppendCriteria( "vehicle_tilt", UTIL_VarArgs( "%.2f", flVehicleUp ) ); // Set the vehicle's speed (necessary for certain types of movement judgments) float flVehicleSpeed = sqrt( m_vehicleState.m_flLastSpeedSqr ); criteriaSet.AppendCriteria( "vehicle_speed", UTIL_VarArgs( "%f", flVehicleSpeed ) ); // Whether or not the passenger is currently able to enter the vehicle (only accounts for locking really) bool bCanExitVehicle = ( m_hVehicle->NPC_CanExitVehicle( GetOuter(), true ) ); criteriaSet.AppendCriteria( "vehicle_can_exit", bCanExitVehicle ? "1" : "0" ); // Whether or not the passenger is currently able to exit the vehicle (only accounts for locking really) bool bCanEnterVehicle = ( m_hVehicle->NPC_CanEnterVehicle( GetOuter(), true ) ); criteriaSet.AppendCriteria( "vehicle_can_enter", bCanEnterVehicle ? "1" : "0" ); } //----------------------------------------------------------------------------- // Purpose: Cache off our frame numbers from the sequence keyvalue blocks //----------------------------------------------------------------------------- void CAI_PassengerBehavior::CacheBlendTargets( void ) { // Get the keyvalues for this sequence KeyValues *seqValues = GetOuter()->GetSequenceKeyValues( m_nTransitionSequence ); KeyValues::AutoDelete autodelete_key( seqValues ); if ( seqValues == NULL ) { Assert( 0 ); return; } // Get the entry/exit subkeys KeyValues *blendValues = seqValues->FindKey( "entryexit_blend" ); if ( blendValues == NULL ) { Assert( 0 ); return; } // Find our frame range on this sequence int nMaxFrames = Studio_MaxFrame( GetOuter()->GetModelPtr(), m_nTransitionSequence, GetOuter()->GetPoseParameterArray() ); // Find a key by this name KeyValues *subKeys = blendValues->FindKey( ORIGIN_KEYNAME ); if ( subKeys ) { // Retrieve our frame numbers m_flOriginStartFrame = subKeys->GetFloat( "startframe", 0.0f ); m_flOriginEndFrame = subKeys->GetFloat( "endframe", nMaxFrames ); // Convert to normalized values m_flOriginStartFrame = RemapValClamped( m_flOriginStartFrame, 0, nMaxFrames, 0.0f, 1.0f ); m_flOriginEndFrame = RemapValClamped( m_flOriginEndFrame, 0, nMaxFrames, 0.0f, 1.0f ); } // Find a key by this name subKeys = blendValues->FindKey( ANGLES_KEYNAME ); if ( subKeys ) { // Retrieve our frame numbers m_flAnglesStartFrame = subKeys->GetFloat( "startframe", 0.0f ); m_flAnglesEndFrame = subKeys->GetFloat( "endframe", nMaxFrames ); // Convert to normalized values m_flAnglesStartFrame = RemapValClamped( m_flAnglesStartFrame, 0, nMaxFrames, 0.0f, 1.0f ); m_flAnglesEndFrame = RemapValClamped( m_flAnglesEndFrame, 0, nMaxFrames, 0.0f, 1.0f ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CAI_PassengerBehavior::SetTransitionSequence( int nSequence ) { // We need to use the ACT_SCRIPT_CUSTOM_MOVE scenario for this type of custom anim m_nTransitionSequence = nSequence; GetOuter()->m_iszSceneCustomMoveSeq = AllocPooledString( GetOuter()->GetSequenceName( m_nTransitionSequence ) ); // Cache off our blending information at this point CacheBlendTargets(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CAI_PassengerBehavior::SpeakIfAllowed( AIConcept_t concept, const char *modifiers /*= NULL*/, bool bRespondingToPlayer /*= false*/, char *pszOutResponseChosen /*= NULL*/, size_t bufsize /*= 0*/ ) { // FIXME: Store this cast off? CAI_PlayerAlly *pAlly = dynamic_cast(GetOuter()); if ( pAlly != NULL ) return pAlly->SpeakIfAllowed( concept, modifiers, bRespondingToPlayer, pszOutResponseChosen, bufsize ); return false; } //----------------------------------------------------------------------------- // Purpose: Forces us to begin a dynamic scripted scene // Input : *lpszInteractionName - Name of the sequence we'll play // *pOther - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CAI_PassengerBehavior::ForceVehicleInteraction( const char *lpszInteractionName, CBaseCombatCharacter *pOther ) { // Don't do this unless we're sitting in the cabin of the vehicle! if ( GetPassengerState() != PASSENGER_STATE_INSIDE ) return false; // Set a sequence and fire it off! GetOuter()->m_iszSceneCustomMoveSeq = AllocPooledString( lpszInteractionName ); GetOuter()->SetIdealActivity( ACT_SCRIPT_CUSTOM_MOVE ); // Slam our schedule (very unsafe!) GetOuter()->SetSchedule( SCHED_PASSENGER_PLAY_SCRIPTED_ANIM ); return true; } //----------------------------------------------------------------------------- // Purpose: Fix up teleport event when in the vehicle //----------------------------------------------------------------------------- void CAI_PassengerBehavior::Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity, bool bUseSlowHighAccuracyContacts ) { //First, safely remove me from the vehicle if ( GetPassengerState() != PASSENGER_STATE_OUTSIDE ) { // Detach from the vehicle DetachFromVehicle(); FinishExitVehicle(); // Turn the behavior off GetOuter()->ClearSchedule( "ai_behavior_passenger: teleport while in vehicle" ); Disable(); } //Then allow the teleportation BaseClass::Teleport( newPosition, newAngles, newVelocity, bUseSlowHighAccuracyContacts ); } //----------------------------------------------------------------------------- // Purpose: We override this function because it can completely wreak havoc if // we're in the middle of a transition //----------------------------------------------------------------------------- void CAI_PassengerBehavior::ClearSchedule( const char *szReason ) { // Cannot do this while we're transitioning, but it's also a bug because the code that called it was probably relying on this to work! if ( GetPassengerState() == PASSENGER_STATE_ENTERING || GetPassengerState() == PASSENGER_STATE_EXITING ) { Warning("ClearSchedule rejected due to transitioning passenger: %s\n", szReason ); return; } // TODO: Even this will probably need more crafting depending on what we're doing in the vehicle // Otherwise allow it GetOuter()->ClearSchedule( szReason ); } //----------------------------------------------------------------------------- // Purpose: Dictate the terms for being interrupted by scripted schedules or scenes //----------------------------------------------------------------------------- bool CAI_PassengerBehavior::IsInterruptable( void ) { // NOTE: We should never be interrupted this way when in a car. This would effectively makes us go comatose if we // start a FACETO, MOVETO, or SEQUENCE command from a VCD. return false; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CAI_PassengerBehavior::CancelEnterVehicle( void ) { // Stop! if ( GetPassengerState() == PASSENGER_STATE_OUTSIDE ) { SetCondition( COND_PASSENGER_CANCEL_ENTER ); } } // ---------------------------------------------- // Custom AI declarations // ---------------------------------------------- AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( CAI_PassengerBehavior ) { DECLARE_ACTIVITY( ACT_PASSENGER_IDLE ) DECLARE_ACTIVITY( ACT_PASSENGER_RANGE_ATTACK1 ) DECLARE_CONDITION( COND_PASSENGER_HARD_IMPACT ) DECLARE_CONDITION( COND_PASSENGER_ENTERING ) DECLARE_CONDITION( COND_PASSENGER_EXITING ) DECLARE_CONDITION( COND_PASSENGER_VEHICLE_STARTED ) DECLARE_CONDITION( COND_PASSENGER_VEHICLE_STOPPED ) DECLARE_CONDITION( COND_PASSENGER_OVERTURNED ) DECLARE_CONDITION( COND_PASSENGER_CANCEL_ENTER ) DECLARE_CONDITION( COND_PASSENGER_ERRATIC_DRIVING ) DECLARE_CONDITION( COND_PASSENGER_PLAYER_ENTERED_VEHICLE ) DECLARE_CONDITION( COND_PASSENGER_PLAYER_EXITED_VEHICLE ) DECLARE_CONDITION( COND_PASSENGER_JOSTLE_SMALL ) DECLARE_TASK( TASK_PASSENGER_ENTER_VEHICLE ) DECLARE_TASK( TASK_PASSENGER_EXIT_VEHICLE ) DECLARE_TASK( TASK_PASSENGER_ATTACH_TO_VEHICLE ) DECLARE_TASK( TASK_PASSENGER_DETACH_FROM_VEHICLE ) DECLARE_TASK( TASK_PASSENGER_SET_IDEAL_ENTRY_YAW ) // FIXME: Move to companion DEFINE_SCHEDULE ( SCHED_PASSENGER_ENTER_VEHICLE, " Tasks" " TASK_PASSENGER_SET_IDEAL_ENTRY_YAW 0" " TASK_FACE_IDEAL 0" " TASK_PASSENGER_ATTACH_TO_VEHICLE 0" " TASK_PASSENGER_ENTER_VEHICLE 0" "" " Interrupts" " COND_NO_CUSTOM_INTERRUPTS" ) DEFINE_SCHEDULE ( SCHED_PASSENGER_EXIT_VEHICLE, " Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_PASSENGER_IDLE" " TASK_PASSENGER_DETACH_FROM_VEHICLE 0" " TASK_WAIT 0.1" // We must wait one tick for us to start being updated " TASK_PASSENGER_EXIT_VEHICLE 0" "" " Interrupts" " COND_NO_CUSTOM_INTERRUPTS" " COND_TASK_FAILED" ) DEFINE_SCHEDULE ( SCHED_PASSENGER_IDLE, " Tasks" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" " TASK_WAIT 2" "" " Interrupts" " COND_PROVOKED" " COND_NEW_ENEMY" " COND_CAN_RANGE_ATTACK1" " COND_CAN_MELEE_ATTACK1" " COND_PASSENGER_EXITING" " COND_HEAR_DANGER" ) DEFINE_SCHEDULE ( SCHED_PASSENGER_PLAY_SCRIPTED_ANIM, " Tasks" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_SCRIPT_CUSTOM_MOVE" "" " Interrupts" " COND_PASSENGER_HARD_IMPACT" ) AI_END_CUSTOM_SCHEDULE_PROVIDER() }