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1932 lines
57 KiB
1932 lines
57 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "sceneentity.h"
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#include "choreoevent.h"
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#include "choreoscene.h"
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#include "choreoactor.h"
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#include "ai_baseactor.h"
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#include "ai_navigator.h"
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#include "saverestore_utlvector.h"
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#include "bone_setup.h"
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#include "physics_npc_solver.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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ConVar flex_minplayertime( "flex_minplayertime", "5" );
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ConVar flex_maxplayertime( "flex_maxplayertime", "7" );
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ConVar flex_minawaytime( "flex_minawaytime", "0.5" );
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ConVar flex_maxawaytime( "flex_maxawaytime", "1.0" );
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ConVar ai_debug_looktargets( "ai_debug_looktargets", "0" );
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ConVar ai_debug_expressions( "ai_debug_expressions", "0", FCVAR_NONE, "Show random expression decisions for NPCs." );
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static ConVar scene_showfaceto( "scene_showfaceto", "0", FCVAR_ARCHIVE, "When playing back, show the directions of faceto events." );
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BEGIN_DATADESC( CAI_BaseActor )
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DEFINE_FIELD( m_fLatchedPositions, FIELD_INTEGER ),
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DEFINE_FIELD( m_latchedEyeOrigin, FIELD_VECTOR ),
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DEFINE_FIELD( m_latchedEyeDirection, FIELD_VECTOR ),
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DEFINE_FIELD( m_latchedHeadDirection, FIELD_VECTOR ),
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DEFINE_FIELD( m_goalHeadDirection, FIELD_VECTOR ),
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DEFINE_FIELD( m_goalHeadInfluence, FIELD_FLOAT ),
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DEFINE_FIELD( m_goalSpineYaw, FIELD_FLOAT ),
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DEFINE_FIELD( m_goalBodyYaw, FIELD_FLOAT ),
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DEFINE_FIELD( m_goalHeadCorrection, FIELD_VECTOR ),
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DEFINE_FIELD( m_flBlinktime, FIELD_TIME ),
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DEFINE_FIELD( m_hLookTarget, FIELD_EHANDLE ),
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DEFINE_UTLVECTOR( m_lookQueue, FIELD_EMBEDDED ),
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DEFINE_UTLVECTOR( m_randomLookQueue, FIELD_EMBEDDED ),
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DEFINE_UTLVECTOR( m_syntheticLookQueue, FIELD_EMBEDDED ),
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DEFINE_FIELD( m_flNextRandomLookTime, FIELD_TIME ),
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DEFINE_FIELD( m_iszExpressionScene, FIELD_STRING ),
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DEFINE_FIELD( m_hExpressionSceneEnt, FIELD_EHANDLE ),
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DEFINE_FIELD( m_flNextRandomExpressionTime, FIELD_TIME ),
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DEFINE_FIELD( m_iszIdleExpression, FIELD_STRING ),
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DEFINE_FIELD( m_iszAlertExpression, FIELD_STRING ),
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DEFINE_FIELD( m_iszCombatExpression, FIELD_STRING ),
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DEFINE_FIELD( m_iszDeathExpression, FIELD_STRING ),
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//DEFINE_FIELD( m_ParameterBodyTransY, FIELD_INTEGER ),
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//DEFINE_FIELD( m_ParameterBodyTransX, FIELD_INTEGER ),
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//DEFINE_FIELD( m_ParameterBodyLift, FIELD_INTEGER ),
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DEFINE_FIELD( m_ParameterBodyYaw, FIELD_INTEGER ),
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//DEFINE_FIELD( m_ParameterBodyPitch, FIELD_INTEGER ),
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//DEFINE_FIELD( m_ParameterBodyRoll, FIELD_INTEGER ),
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DEFINE_FIELD( m_ParameterSpineYaw, FIELD_INTEGER ),
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//DEFINE_FIELD( m_ParameterSpinePitch, FIELD_INTEGER ),
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//DEFINE_FIELD( m_ParameterSpineRoll, FIELD_INTEGER ),
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DEFINE_FIELD( m_ParameterNeckTrans, FIELD_INTEGER ),
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DEFINE_FIELD( m_ParameterHeadYaw, FIELD_INTEGER ),
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DEFINE_FIELD( m_ParameterHeadPitch, FIELD_INTEGER ),
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DEFINE_FIELD( m_ParameterHeadRoll, FIELD_INTEGER ),
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//DEFINE_FIELD( m_FlexweightMoveRightLeft, FIELD_INTEGER ),
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//DEFINE_FIELD( m_FlexweightMoveForwardBack, FIELD_INTEGER ),
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//DEFINE_FIELD( m_FlexweightMoveUpDown, FIELD_INTEGER ),
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DEFINE_FIELD( m_FlexweightBodyRightLeft, FIELD_INTEGER ),
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//DEFINE_FIELD( m_FlexweightBodyUpDown, FIELD_INTEGER ),
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//DEFINE_FIELD( m_FlexweightBodyTilt, FIELD_INTEGER ),
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DEFINE_FIELD( m_FlexweightChestRightLeft, FIELD_INTEGER ),
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//DEFINE_FIELD( m_FlexweightChestUpDown, FIELD_INTEGER ),
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//DEFINE_FIELD( m_FlexweightChestTilt, FIELD_INTEGER ),
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DEFINE_FIELD( m_FlexweightHeadForwardBack, FIELD_INTEGER ),
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DEFINE_FIELD( m_FlexweightHeadRightLeft, FIELD_INTEGER ),
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DEFINE_FIELD( m_FlexweightHeadUpDown, FIELD_INTEGER ),
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DEFINE_FIELD( m_FlexweightHeadTilt, FIELD_INTEGER ),
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DEFINE_FIELD( m_ParameterGestureHeight, FIELD_INTEGER ),
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DEFINE_FIELD( m_ParameterGestureWidth, FIELD_INTEGER ),
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DEFINE_FIELD( m_FlexweightGestureUpDown, FIELD_INTEGER ),
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DEFINE_FIELD( m_FlexweightGestureRightLeft, FIELD_INTEGER ),
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DEFINE_FIELD( m_flAccumYawDelta, FIELD_FLOAT ),
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DEFINE_FIELD( m_flAccumYawScale, FIELD_FLOAT ),
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DEFINE_ARRAY( m_flextarget, FIELD_FLOAT, 64 ),
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DEFINE_KEYFIELD( m_bDontUseSemaphore, FIELD_BOOLEAN, "DontUseSpeechSemaphore" ),
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DEFINE_KEYFIELD( m_iszExpressionOverride, FIELD_STRING, "ExpressionOverride" ),
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DEFINE_EMBEDDEDBYREF( m_pExpresser ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SetExpressionOverride", InputSetExpressionOverride ),
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END_DATADESC()
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BEGIN_SIMPLE_DATADESC( CAI_InterestTarget_t )
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DEFINE_FIELD( m_eType, FIELD_INTEGER ),
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DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ),
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DEFINE_FIELD( m_vecPosition, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_flStartTime, FIELD_TIME ),
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DEFINE_FIELD( m_flEndTime, FIELD_TIME ),
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DEFINE_FIELD( m_flRamp, FIELD_FLOAT ),
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DEFINE_FIELD( m_flInterest, FIELD_FLOAT ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose: clear out latched state
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//-----------------------------------------------------------------------------
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void CAI_BaseActor::StudioFrameAdvance ()
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{
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// clear out head and eye latched values
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m_fLatchedPositions &= ~(HUMANOID_LATCHED_ALL);
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BaseClass::StudioFrameAdvance();
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}
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void CAI_BaseActor::Precache()
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{
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BaseClass::Precache();
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if ( NULL_STRING != m_iszExpressionOverride )
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{
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PrecacheInstancedScene( STRING( m_iszExpressionOverride ) );
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}
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if ( m_iszIdleExpression != NULL_STRING )
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{
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PrecacheInstancedScene( STRING(m_iszIdleExpression ) );
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}
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if ( m_iszCombatExpression != NULL_STRING )
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{
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PrecacheInstancedScene( STRING(m_iszCombatExpression ) );
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}
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if ( m_iszAlertExpression != NULL_STRING )
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{
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PrecacheInstancedScene( STRING(m_iszAlertExpression) );
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}
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if ( m_iszDeathExpression != NULL_STRING )
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{
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PrecacheInstancedScene( STRING(m_iszDeathExpression) );
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}
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}
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static char const *g_ServerSideFlexControllers[] =
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{
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"body_rightleft",
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//"body_updown",
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//"body_tilt",
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"chest_rightleft",
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//"chest_updown",
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//"chest_tilt",
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"head_forwardback",
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"head_rightleft",
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"head_updown",
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"head_tilt",
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"gesture_updown",
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"gesture_rightleft"
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};
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//-----------------------------------------------------------------------------
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// Purpose: Static method
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// Input : *szName -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CAI_BaseActor::IsServerSideFlexController( char const *szName )
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{
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int c = ARRAYSIZE( g_ServerSideFlexControllers );
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for ( int i = 0; i < c; ++i )
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{
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if ( !Q_stricmp( szName, g_ServerSideFlexControllers[ i ] ) )
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return true;
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}
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return false;
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}
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void CAI_BaseActor::SetModel( const char *szModelName )
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{
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BaseClass::SetModel( szModelName );
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//Init( m_ParameterBodyTransY, "body_trans_Y" );
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//Init( m_ParameterBodyTransX, "body_trans_X" );
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//Init( m_ParameterBodyLift, "body_lift" );
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Init( m_ParameterBodyYaw, "body_yaw" );
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//Init( m_ParameterBodyPitch, "body_pitch" );
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//Init( m_ParameterBodyRoll, "body_roll" );
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Init( m_ParameterSpineYaw, "spine_yaw" );
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//Init( m_ParameterSpinePitch, "spine_pitch" );
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//Init( m_ParameterSpineRoll, "spine_roll" );
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Init( m_ParameterNeckTrans, "neck_trans" );
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Init( m_ParameterHeadYaw, "head_yaw" );
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Init( m_ParameterHeadPitch, "head_pitch" );
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Init( m_ParameterHeadRoll, "head_roll" );
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//Init( m_FlexweightMoveRightLeft, "move_rightleft" );
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//Init( m_FlexweightMoveForwardBack, "move_forwardback" );
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//Init( m_FlexweightMoveUpDown, "move_updown" );
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Init( m_FlexweightBodyRightLeft, "body_rightleft" );
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//Init( m_FlexweightBodyUpDown, "body_updown" );
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//Init( m_FlexweightBodyTilt, "body_tilt" );
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Init( m_FlexweightChestRightLeft, "chest_rightleft" );
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//Init( m_FlexweightChestUpDown, "chest_updown" );
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//Init( m_FlexweightChestTilt, "chest_tilt" );
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Init( m_FlexweightHeadForwardBack, "head_forwardback" );
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Init( m_FlexweightHeadRightLeft, "head_rightleft" );
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Init( m_FlexweightHeadUpDown, "head_updown" );
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Init( m_FlexweightHeadTilt, "head_tilt" );
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Init( m_ParameterGestureHeight, "gesture_height" );
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Init( m_ParameterGestureWidth, "gesture_width" );
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Init( m_FlexweightGestureUpDown, "gesture_updown" );
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Init( m_FlexweightGestureRightLeft, "gesture_rightleft" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CAI_BaseActor::StartSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget )
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{
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Assert( info );
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Assert( info->m_pScene );
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Assert( info->m_pEvent );
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// FIXME: this code looks duplicated
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switch ( info->m_pEvent->GetType() )
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{
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case CChoreoEvent::FACE:
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{
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return BaseClass::StartSceneEvent( info, scene, event, actor, pTarget );
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}
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break;
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case CChoreoEvent::GENERIC:
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{
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if (stricmp( event->GetParameters(), "AI_BLINK") == 0)
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{
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info->m_nType = SCENE_AI_BLINK;
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// blink eyes
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Blink();
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// don't blink for duration, or next random blink time
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float flDuration = (event->GetEndTime() - scene->GetTime());
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m_flBlinktime = gpGlobals->curtime + MAX( flDuration, random->RandomFloat( 1.5, 4.5 ) );
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}
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else if (stricmp( event->GetParameters(), "AI_HOLSTER") == 0)
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{
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// FIXME: temp code for test
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info->m_nType = SCENE_AI_HOLSTER;
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info->m_iLayer = HolsterWeapon();
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return true;
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}
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else if (stricmp( event->GetParameters(), "AI_UNHOLSTER") == 0)
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{
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// FIXME: temp code for test
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info->m_nType = SCENE_AI_UNHOLSTER;
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info->m_iLayer = UnholsterWeapon();
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return true;
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}
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else if (stricmp( event->GetParameters(), "AI_AIM") == 0)
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{
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info->m_nType = SCENE_AI_AIM;
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info->m_hTarget = pTarget;
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}
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else if (stricmp( event->GetParameters(), "AI_RANDOMLOOK") == 0)
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{
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info->m_nType = SCENE_AI_RANDOMLOOK;
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info->m_flNext = 0.0;
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}
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else if (stricmp( event->GetParameters(), "AI_RANDOMFACEFLEX") == 0)
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{
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info->m_nType = SCENE_AI_RANDOMFACEFLEX;
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info->m_flNext = 0.0;
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info->InitWeight( this );
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}
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else if (stricmp( event->GetParameters(), "AI_RANDOMHEADFLEX") == 0)
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{
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info->m_nType = SCENE_AI_RANDOMHEADFLEX;
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info->m_flNext = 0.0;
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}
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else if (stricmp( event->GetParameters(), "AI_IGNORECOLLISION") == 0)
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{
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CBaseEntity *pTarget = FindNamedEntity( event->GetParameters2( ) );
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if (pTarget)
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{
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info->m_nType = SCENE_AI_IGNORECOLLISION;
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info->m_hTarget = pTarget;
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float remaining = event->GetEndTime() - scene->GetTime();
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NPCPhysics_CreateSolver( this, pTarget, true, remaining );
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info->m_flNext = gpGlobals->curtime + remaining;
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return true;
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}
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else
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{
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Warning( "CSceneEntity %s unable to find actor named \"%s\"\n", scene->GetFilename(), event->GetParameters2() );
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return false;
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}
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}
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else if (stricmp( event->GetParameters(), "AI_DISABLEAI") == 0)
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{
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info->m_nType = SCENE_AI_DISABLEAI;
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}
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else
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{
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return BaseClass::StartSceneEvent( info, scene, event, actor, pTarget );
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}
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return true;
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}
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break;
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default:
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return BaseClass::StartSceneEvent( info, scene, event, actor, pTarget );
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}
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}
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bool CAI_BaseActor::ProcessSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event )
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{
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Assert( info );
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Assert( info->m_pScene );
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Assert( info->m_pEvent );
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// FIXME: this code looks duplicated
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switch ( info->m_pEvent->GetType() )
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{
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case CChoreoEvent::FACE:
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{
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// make sure target exists
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if (info->m_hTarget == NULL)
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return false;
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bool bInScene = false;
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// lockbodyfacing is designed to run on top of both normal AI and on top of
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// scripted_sequences. By allowing torso turns during post-idles, pre-idles,
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// act-busy's, scripted_sequences, normal AI movements, etc., it increases
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// the functionality of those AI features without breaking their assuptions
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// that the entity won't be made to "turn" by something outside of those
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// AI's control.
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// lockbody facing is also usefull when npcs are moving and you want them to turn
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// towards something but still walk in the direction of travel.
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if (!event->IsLockBodyFacing())
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bInScene = EnterSceneSequence( scene, event, true );
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// make sure we're still able to play this command
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if (!info->m_bStarted)
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{
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info->m_flInitialYaw = GetLocalAngles().y;
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info->m_flTargetYaw = info->m_flInitialYaw;
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info->m_flFacingYaw = info->m_flInitialYaw;
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if (IsMoving())
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{
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info->m_flWeight = 1.0;
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}
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else
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{
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info->m_flWeight = 0.0;
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}
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}
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// lock in place if aiming at self
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if (info->m_hTarget == this)
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{
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return true;
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}
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if (!bInScene || info->m_bIsMoving != IsMoving())
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{
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info->m_flInitialYaw = GetLocalAngles().y;
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}
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info->m_bIsMoving = IsMoving();
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// Msg("%f : %f - %f\n", scene->GetTime(), event->GetStartTime(), event->GetEndTime() );
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float flTime = clamp( scene->GetTime(), event->GetStartTime(), event->GetEndTime() - 0.1f );
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float intensity = event->GetIntensity( flTime );
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// clamp in-ramp to 0.5 seconds
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float flDuration = scene->GetTime() - event->GetStartTime();
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float flMaxIntensity = flDuration < 0.5f ? SimpleSpline( flDuration / 0.5f ) : 1.0f;
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intensity = clamp( intensity, 0.0f, flMaxIntensity );
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if (bInScene && info->m_bIsMoving)
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{
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info->m_flInitialYaw = GetLocalAngles().y;
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}
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if (!event->IsLockBodyFacing())
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{
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if (!info->m_bIsMoving && bInScene)
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{
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AccumulateIdealYaw( info->m_flFacingYaw, intensity );
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}
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}
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float diff;
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float dir;
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float flSpineYaw;
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float flBodyYaw;
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// move upper body to account for missing body yaw
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diff = UTIL_AngleDiff( info->m_flTargetYaw, GetLocalAngles().y );
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if (diff < 0)
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{
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diff = -diff;
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dir = -1;
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}
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else
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{
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dir = 1;
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}
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flSpineYaw = MIN( diff, 30 );
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flBodyYaw = MIN( diff - flSpineYaw, 30 );
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m_goalSpineYaw = m_goalSpineYaw * (1.0 - intensity) + intensity * flSpineYaw * dir;
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m_goalBodyYaw = m_goalBodyYaw * (1.0 - intensity) + intensity * flBodyYaw * dir;
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/*
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NDebugOverlay::YawArrow( GetAbsOrigin(), GetLocalAngles().y, 64, 16, 255, 255, 255, 0, true, 0.1 );
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NDebugOverlay::YawArrow( GetAbsOrigin() + Vector( 0, 0, 8 ), GetLocalAngles().y + m_goalBodyYaw, 64, 16, 255, 128, 128, 0, true, 0.1 );
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NDebugOverlay::YawArrow( GetAbsOrigin() + Vector( 0, 0, 16 ), GetLocalAngles().y + m_goalSpineYaw, 64, 16, 128, 255, 128, 0, true, 0.1 );
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NDebugOverlay::YawArrow( GetAbsOrigin() + Vector( 0, 0, 24 ), info->m_flTargetYaw, 64, 16, 128, 128, 255, 0, true, 0.1 );
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*/
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CAI_BaseNPC *pGoalNpc = info->m_hTarget->MyNPCPointer();
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float goalYaw = GetLocalAngles().y;
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if ( pGoalNpc )
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{
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goalYaw = CalcIdealYaw( pGoalNpc->FacingPosition() );
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}
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else
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{
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goalYaw = CalcIdealYaw( info->m_hTarget->EyePosition() );
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}
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if (developer.GetInt() > 0 && scene_showfaceto.GetBool())
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{
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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<CAI_InterestTarget_t *> 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;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|