Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_network.h"
#include "ai_default.h"
#include "ai_schedule.h"
#include "ai_hull.h"
#include "ai_node.h"
#include "ai_task.h"
#include "ai_senses.h"
#include "ai_navigator.h"
#include "ai_route.h"
#include "entitylist.h"
#include "soundenvelope.h"
#include "gamerules.h"
#include "ndebugoverlay.h"
#include "soundflags.h"
#include "trains.h"
#include "globalstate.h"
#include "vehicle_base.h"
#include "npc_vehicledriver.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define DRIVER_DEBUG_PATH 1
#define DRIVER_DEBUG_PATH_SPLINE 2
//------------------------------------
//
//------------------------------------
ConVar g_debug_vehicledriver( "g_debug_vehicledriver", "0", FCVAR_CHEAT );
BEGIN_DATADESC( CNPC_VehicleDriver )
DEFINE_KEYFIELD( m_iszVehicleName, FIELD_STRING, "vehicle" ),
// DEFINE_FIELD( m_hVehicle, FIELD_EHANDLE ),
// DEFINE_FIELD( m_pVehicleInterface, FIELD_POINTER ),
DEFINE_FIELD( m_hVehicleEntity, FIELD_EHANDLE ),
// DEFINE_FIELD( m_Waypoints, FIELD_???? ),
// DEFINE_FIELD( m_pCurrentWaypoint, FIELD_POINTER ),
// DEFINE_FIELD( m_pNextWaypoint, FIELD_POINTER ),
DEFINE_FIELD( m_vecDesiredVelocity, FIELD_VECTOR ),
DEFINE_FIELD( m_vecDesiredPosition, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_vecPrevPoint, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_vecPrevPrevPoint, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_vecPostPoint, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_vecPostPostPoint, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_flDistanceAlongSpline, FIELD_FLOAT ),
DEFINE_KEYFIELD( m_flDriversMaxSpeed, FIELD_FLOAT, "drivermaxspeed" ),
DEFINE_KEYFIELD( m_flDriversMinSpeed, FIELD_FLOAT, "driverminspeed" ),
DEFINE_FIELD( m_flMaxSpeed, FIELD_FLOAT ),
DEFINE_FIELD( m_flGoalSpeed, FIELD_FLOAT ),
//DEFINE_KEYFIELD( m_flInitialSpeed, FIELD_FLOAT ),
DEFINE_FIELD( m_flSteering, FIELD_FLOAT ),
// Inputs
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetDriversMaxSpeed", InputSetDriversMaxSpeed ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetDriversMinSpeed", InputSetDriversMinSpeed ),
DEFINE_INPUTFUNC( FIELD_VOID, "StartForward", InputStartForward ),
DEFINE_INPUTFUNC( FIELD_VOID, "Stop", InputStop ),
DEFINE_INPUTFUNC( FIELD_VOID, "StartFiring", InputStartFiring ),
DEFINE_INPUTFUNC( FIELD_VOID, "StopFiring", InputStopFiring ),
DEFINE_INPUTFUNC( FIELD_STRING, "GotoPathCorner", InputGotoPathCorner ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( npc_vehicledriver, CNPC_VehicleDriver );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CNPC_VehicleDriver::CNPC_VehicleDriver( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CNPC_VehicleDriver::~CNPC_VehicleDriver( void )
{
ClearWaypoints();
}
//------------------------------------------------------------------------------
// Purpose :
//------------------------------------------------------------------------------
void CNPC_VehicleDriver::Spawn( void )
{
Precache( );
BaseClass::Spawn();
CapabilitiesClear();
CapabilitiesAdd( bits_CAP_MOVE_GROUND );
CapabilitiesAdd( bits_CAP_MOVE_SHOOT );
SetModel( "models/roller_vehicledriver.mdl" );
SetHullType(HULL_LARGE);
SetHullSizeNormal();
m_iMaxHealth = m_iHealth = 1;
m_flFieldOfView = VIEW_FIELD_FULL;
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_SOLID );
SetMoveType( MOVETYPE_NONE );
AddEffects( EF_NODRAW );
m_lifeState = LIFE_ALIVE;
SetCycle( 0 );
ResetSequenceInfo();
AddFlag( FL_NPC );
m_flMaxSpeed = 0;
m_flGoalSpeed = m_flInitialSpeed;
m_vecDesiredVelocity = vec3_origin;
m_vecPrevPoint = vec3_origin;
m_vecPrevPrevPoint = vec3_origin;
m_vecPostPoint = vec3_origin;
m_vecPostPostPoint = vec3_origin;
m_vecDesiredPosition = vec3_origin;
m_flSteering = 45;
m_flDistanceAlongSpline = 0.2;
m_pCurrentWaypoint = m_pNextWaypoint = NULL;
GetNavigator()->SetPathcornerPathfinding( false );
NPCInit();
m_takedamage = DAMAGE_NO;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::Precache( void )
{
PrecacheModel( "models/roller_vehicledriver.mdl" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::Activate( void )
{
BaseClass::Activate();
// Restore doesn't need to do this
if ( m_hVehicleEntity )
return;
// Make sure we've got a vehicle
if ( m_iszVehicleName == NULL_STRING )
{
Warning( "npc_vehicledriver %s has no vehicle to drive.\n", STRING(GetEntityName()) );
UTIL_Remove( this );
return;
}
m_hVehicleEntity = (gEntList.FindEntityByName( NULL, STRING(m_iszVehicleName) ));
if ( !m_hVehicleEntity )
{
Warning( "npc_vehicledriver %s couldn't find his vehicle named %s.\n", STRING(GetEntityName()), STRING(m_iszVehicleName) );
UTIL_Remove( this );
return;
}
m_pVehicleInterface = m_hVehicleEntity->GetServerVehicle();
Assert( m_pVehicleInterface );
if ( !m_pVehicleInterface->NPC_CanDrive() )
{
Warning( "npc_vehicledriver %s doesn't know how to drive vehicle %s.\n", STRING(GetEntityName()), STRING(m_hVehicleEntity->GetEntityName()) );
UTIL_Remove( this );
return;
}
// We've found our vehicle. Move to it and start following it.
SetAbsOrigin( m_hVehicleEntity->WorldSpaceCenter() );
m_pVehicleInterface->NPC_SetDriver( this );
RecalculateSpeeds();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::OnRestore( void )
{
BaseClass::OnRestore();
if ( m_hVehicleEntity )
{
m_pVehicleInterface = m_hVehicleEntity->GetServerVehicle();
Assert( m_pVehicleInterface );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::UpdateOnRemove( void )
{
// Leave our vehicle
if ( m_pVehicleInterface )
{
m_pVehicleInterface->NPC_SetDriver( NULL );
}
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::PrescheduleThink( void )
{
if ( !m_hVehicleEntity )
{
m_pVehicleInterface = NULL;
UTIL_Remove( this );
return;
}
// Keep up with my vehicle
SetAbsOrigin( m_hVehicleEntity->WorldSpaceCenter() );
SetAbsAngles( m_hVehicleEntity->GetAbsAngles() );
BaseClass::PrescheduleThink();
if ( m_NPCState == NPC_STATE_IDLE )
{
m_pVehicleInterface->NPC_Brake();
return;
}
// If we've been picked up by something (dropship probably), abort.
if ( m_hVehicleEntity->GetParent() )
{
SetState( NPC_STATE_IDLE );
ClearWaypoints();
SetGoalEnt( NULL );
return;
}
DriveVehicle();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_VehicleDriver::SelectSchedule( void )
{
// Vehicle driver hangs in the air inside the vehicle, so we never need to fall to ground
ClearCondition( COND_FLOATING_OFF_GROUND );
if ( HasSpawnFlags(SF_VEHICLEDRIVER_INACTIVE) )
{
SetState( NPC_STATE_IDLE );
return SCHED_VEHICLEDRIVER_INACTIVE;
}
if ( GetGoalEnt() )
return SCHED_VEHICLEDRIVER_DRIVE_PATH;
switch ( m_NPCState )
{
case NPC_STATE_IDLE:
break;
case NPC_STATE_ALERT:
break;
case NPC_STATE_COMBAT:
{
if ( HasCondition(COND_NEW_ENEMY) || HasCondition( COND_ENEMY_DEAD ) )
return BaseClass::SelectSchedule();
if ( HasCondition(COND_SEE_ENEMY) )
{
// we can see the enemy
if ( HasCondition(COND_CAN_RANGE_ATTACK2) )
return SCHED_RANGE_ATTACK2;
if ( HasCondition(COND_CAN_RANGE_ATTACK1) )
return SCHED_RANGE_ATTACK1;
// What to do here? Not necessarily easy to face enemy.
//if ( HasCondition(COND_NOT_FACING_ATTACK) )
//return SCHED_COMBAT_FACE;
}
// We can see him, but can't shoot him. Just wait and hope he comes closer.
return SCHED_VEHICLEDRIVER_COMBAT_WAIT;
}
break;
}
return BaseClass::SelectSchedule();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_VehicleDriver::RangeAttack1Conditions( float flDot, float flDist )
{
// Vehicle not ready to fire again yet?
if ( m_pVehicleInterface->Weapon_PrimaryCanFireAt() > gpGlobals->curtime )
return 0;
// Check weapon range
float flMinRange, flMaxRange;
m_pVehicleInterface->Weapon_PrimaryRanges( &flMinRange, &flMaxRange );
if ( flDist < flMinRange )
return COND_TOO_CLOSE_TO_ATTACK;
if ( flDist > flMaxRange )
return COND_TOO_FAR_TO_ATTACK;
// Don't shoot backwards
Vector vecForward;
Vector vecToTarget = (GetEnemy()->GetAbsOrigin() - GetAbsOrigin());
VectorNormalize(vecToTarget);
m_hVehicleEntity->GetVectors( &vecForward, NULL, NULL );
float flForwardDot = DotProduct( vecForward, vecToTarget );
if ( flForwardDot < 0 && fabs(flDot) < 0.5 )
return COND_NOT_FACING_ATTACK;
return COND_CAN_RANGE_ATTACK1;
}
//=========================================================
// RangeAttack2Conditions
//=========================================================
int CNPC_VehicleDriver::RangeAttack2Conditions( float flDot, float flDist )
{
// Vehicle not ready to fire again yet?
if ( m_pVehicleInterface->Weapon_SecondaryCanFireAt() > gpGlobals->curtime )
return 0;
// Check weapon range
float flMinRange, flMaxRange;
m_pVehicleInterface->Weapon_SecondaryRanges( &flMinRange, &flMaxRange );
if ( flDist < flMinRange )
return COND_TOO_CLOSE_TO_ATTACK;
if ( flDist > flMaxRange )
return COND_TOO_FAR_TO_ATTACK;
return COND_CAN_RANGE_ATTACK2;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_VehicleDriver::TranslateSchedule( int scheduleType )
{
switch ( scheduleType )
{
case SCHED_COMBAT_FACE:
{
// Vehicles can't rotate, so don't try and face
return TranslateSchedule( SCHED_CHASE_ENEMY );
}
break;
case SCHED_ALERT_FACE:
{
// Vehicles can't rotate, so don't try and face
return SCHED_ALERT_STAND;
}
break;
case SCHED_CHASE_ENEMY_FAILED:
case SCHED_FAIL:
{
return SCHED_FAIL;
}
break;
}
return BaseClass::TranslateSchedule(scheduleType);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTask -
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::StartTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_RUN_PATH:
case TASK_WALK_PATH:
TaskComplete();
break;
case TASK_FACE_IDEAL:
case TASK_FACE_ENEMY:
{
// Vehicle ignores face commands, since it can't rotate on the spot.
TaskComplete();
}
break;
case TASK_VEHICLEDRIVER_GET_PATH:
{
if ( !GetGoalEnt() )
{
TaskFail( FAIL_NO_TARGET );
return;
}
CheckForTeleport();
if ( g_debug_vehicledriver.GetInt() & DRIVER_DEBUG_PATH )
{
NDebugOverlay::Box( GetGoalEnt()->GetAbsOrigin(), -Vector(50,50,50), Vector(50,50,50), 255,255,255, true, 5);
}
AI_NavGoal_t goal( GOALTYPE_PATHCORNER, GetGoalEnt()->GetLocalOrigin(), ACT_WALK, AIN_DEF_TOLERANCE, AIN_YAW_TO_DEST);
if ( !GetNavigator()->SetGoal( goal ) )
{
TaskFail( FAIL_NO_ROUTE );
return;
}
TaskComplete();
}
break;
case TASK_WAIT_FOR_MOVEMENT:
{
if (GetNavigator()->GetGoalType() == GOALTYPE_NONE)
{
TaskComplete();
GetNavigator()->StopMoving(); // Stop moving
}
else if (!GetNavigator()->IsGoalActive())
{
SetIdealActivity( GetStoppedActivity() );
}
else
{
// Check validity of goal type
ValidateNavGoal();
}
}
break;
default:
BaseClass::StartTask( pTask );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::RunTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_RANGE_ATTACK1:
{
// Vehicle driver has no animations, so fire a burst at the target
CBaseEntity *pEnemy = GetEnemy();
if ( pEnemy )
{
// TODO: Get a bodytarget from the firing point of the gun in the vehicle
Vector vecTarget = GetEnemy()->BodyTarget( GetAbsOrigin(), false );
m_pVehicleInterface->NPC_AimPrimaryWeapon( vecTarget );
m_pVehicleInterface->NPC_PrimaryFire();
TaskComplete();
}
else
{
TaskFail(FAIL_NO_ENEMY);
return;
}
}
break;
case TASK_RANGE_ATTACK2:
{
// Vehicle driver has no animations, so fire a burst at the target
CBaseEntity *pEnemy = GetEnemy();
if ( pEnemy )
{
// TODO: Get a bodytarget from the firing point of the gun in the vehicle
Vector vecTarget = GetEnemy()->BodyTarget( GetAbsOrigin(), false );
m_pVehicleInterface->NPC_AimSecondaryWeapon( vecTarget );
m_pVehicleInterface->NPC_SecondaryFire();
TaskComplete();
}
else
{
TaskFail(FAIL_NO_ENEMY);
return;
}
}
break;
case TASK_WAIT_FOR_MOVEMENT:
{
BaseClass::RunTask( pTask );
if ( HasCondition(COND_SEE_ENEMY) )
{
// we can see the enemy
if ( HasCondition(COND_CAN_RANGE_ATTACK2) )
{
ChainRunTask( TASK_RANGE_ATTACK2, pTask->flTaskData );
}
if ( HasCondition(COND_CAN_RANGE_ATTACK1) )
{
ChainRunTask( TASK_RANGE_ATTACK1, pTask->flTaskData );
}
}
}
break;
default:
BaseClass::RunTask( pTask );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::GatherEnemyConditions( CBaseEntity *pEnemy )
{
BaseClass::GatherEnemyConditions(pEnemy);
}
//-----------------------------------------------------------------------------
// Purpose: Overridden because if the player is a criminal, we hate them.
//-----------------------------------------------------------------------------
Disposition_t CNPC_VehicleDriver::IRelationType(CBaseEntity *pTarget)
{
// If it's the player and they are a criminal, we hate them.
if ( pTarget && pTarget->Classify() == CLASS_PLAYER)
{
if (GlobalEntity_GetState("gordon_precriminal") == GLOBAL_ON)
{
return(D_NU);
}
}
return(BaseClass::IRelationType(pTarget));
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_VehicleDriver::OverrideMove( float flInterval )
{
if ( !m_hVehicleEntity )
return true;
// If we don't have a maxspeed, we've been stopped, so abort early
// Or we've been picked up by something (dropship probably).
if ( !m_flMaxSpeed || m_hVehicleEntity->GetParent() )
{
m_pVehicleInterface->NPC_Brake();
return true;
}
// -----------------------------------------------------------------
// If I have a route, keep it updated and move toward target
// ------------------------------------------------------------------
if (GetNavigator()->IsGoalActive())
{
if ( OverridePathMove( flInterval ) )
return true;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::CalculatePostPoints( void )
{
m_vecPostPoint = m_vecDesiredPosition;
m_vecPostPostPoint = m_vecDesiredPosition;
// If we have a waypoint beyond our current, use it instead.
if ( !GetNavigator()->CurWaypointIsGoal() )
{
AI_Waypoint_t *pCurWaypoint = GetNavigator()->GetPath()->GetCurWaypoint();
m_vecPostPoint = pCurWaypoint->GetNext()->GetPos();
if ( pCurWaypoint->GetNext()->GetNext() )
{
m_vecPostPostPoint = pCurWaypoint->GetNext()->GetNext()->GetPos();
}
else
{
m_vecPostPostPoint = m_vecPostPoint;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Destroy our current waypoints
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::ClearWaypoints( void )
{
m_vecDesiredPosition = vec3_origin;
if ( m_pCurrentWaypoint )
{
delete m_pCurrentWaypoint;
m_pCurrentWaypoint = NULL;
}
if ( m_pNextWaypoint )
{
delete m_pNextWaypoint;
m_pNextWaypoint = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose: We've hit a waypoint. Handle it, and return true if this is the
// end of the path.
//-----------------------------------------------------------------------------
bool CNPC_VehicleDriver::WaypointReached( void )
{
// We reached our current waypoint.
m_vecPrevPrevPoint = m_vecPrevPoint;
m_vecPrevPoint = GetAbsOrigin();
// If we've got to our goal, we're done here.
if ( GetNavigator()->CurWaypointIsGoal() )
{
// Necessary for InPass outputs to be fired, is a no-op otherwise
GetNavigator()->AdvancePath();
// Stop pathing
ClearWaypoints();
TaskComplete();
SetGoalEnt( NULL );
return true;
}
AI_Waypoint_t *pCurWaypoint = GetNavigator()->GetPath()->GetCurWaypoint();
if ( !pCurWaypoint )
return false;
// Check to see if the waypoint wants us to change speed
if ( pCurWaypoint->Flags() & bits_WP_TO_PATHCORNER )
{
CBaseEntity *pEntity = pCurWaypoint->hPathCorner;
if ( pEntity )
{
if ( pEntity->m_flSpeed > 0 )
{
if ( pEntity->m_flSpeed <= 1.0 )
{
m_flDriversMaxSpeed = pEntity->m_flSpeed;
RecalculateSpeeds();
}
else
{
Warning("path_track %s tried to tell the npc_vehicledriver to set speed to %.3f. npc_vehicledriver only accepts values between 0 and 1.\n", STRING(pEntity->GetEntityName()), pEntity->m_flSpeed );
}
}
}
}
// Get the waypoints for the next part of the path
GetNavigator()->AdvancePath();
if ( !GetNavigator()->GetPath()->GetCurWaypoint() )
{
ClearWaypoints();
TaskComplete();
SetGoalEnt( NULL );
return true;
}
m_vecDesiredPosition = GetNavigator()->GetCurWaypointPos();
CalculatePostPoints();
// Move to the next waypoint
delete m_pCurrentWaypoint;
m_pCurrentWaypoint = m_pNextWaypoint;
m_Waypoints[1] = new CVehicleWaypoint( m_vecPrevPoint, m_vecDesiredPosition, m_vecPostPoint, m_vecPostPostPoint );
m_pNextWaypoint = m_Waypoints[1];
// Drop the spline marker back
m_flDistanceAlongSpline = MAX( 0, m_flDistanceAlongSpline - 1.0 );
CheckForTeleport();
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_VehicleDriver::OverridePathMove( float flInterval )
{
// Setup our initial path data if we've just started running a path
if ( !m_pCurrentWaypoint )
{
m_vecPrevPoint = GetAbsOrigin();
m_vecPrevPrevPoint = GetAbsOrigin();
m_vecDesiredPosition = GetNavigator()->GetCurWaypointPos();
CalculatePostPoints();
// Init our two waypoints
m_Waypoints[0] = new CVehicleWaypoint( m_vecPrevPrevPoint, m_vecPrevPoint, m_vecDesiredPosition, m_vecPostPoint );
m_Waypoints[1] = new CVehicleWaypoint( m_vecPrevPoint, m_vecDesiredPosition, m_vecPostPoint, m_vecPostPostPoint );
m_pCurrentWaypoint = m_Waypoints[0];
m_pNextWaypoint = m_Waypoints[1];
m_flDistanceAlongSpline = 0.2;
}
// Have we reached our target? See if we've passed the current waypoint's plane.
Vector vecAbsMins, vecAbsMaxs;
CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs );
if ( BoxOnPlaneSide( vecAbsMins, vecAbsMaxs, &m_pCurrentWaypoint->planeWaypoint ) == 3 )
{
if ( WaypointReached() )
return true;
}
// Did we bypass it and reach the next one already?
if ( m_pNextWaypoint && BoxOnPlaneSide( vecAbsMins, vecAbsMaxs, &m_pNextWaypoint->planeWaypoint ) == 3 )
{
if ( WaypointReached() )
return true;
}
// We may have just teleported, so check to make sure we have a waypoint
if ( !m_pCurrentWaypoint || !m_pNextWaypoint )
return false;
// Figure out which spline we're trucking along
CVehicleWaypoint *pCurrentSplineBeingTraversed = m_pCurrentWaypoint;
if ( m_flDistanceAlongSpline > 1 )
{
pCurrentSplineBeingTraversed = m_pNextWaypoint;
}
// Get our current speed, and check it against the length of the spline to know how far to advance our marker
AngularImpulse angVel;
Vector vecVelocity;
IPhysicsObject *pVehiclePhysics = m_hVehicleEntity->VPhysicsGetObject();
if( !pVehiclePhysics )
{
// I think my vehicle has been destroyed.
return false;
}
pVehiclePhysics->GetVelocity( &vecVelocity, &angVel );
float flSpeed = vecVelocity.Length();
float flIncTime = gpGlobals->curtime - GetLastThink();
float flIncrement = flIncTime * (flSpeed / pCurrentSplineBeingTraversed->GetLength());
// Now advance our point along the spline
m_flDistanceAlongSpline = clamp( m_flDistanceAlongSpline + flIncrement, 0.f, 2.f);
if ( m_flDistanceAlongSpline > 1 )
{
// We crossed the spline boundary
pCurrentSplineBeingTraversed = m_pNextWaypoint;
}
Vector vSplinePoint = pCurrentSplineBeingTraversed->GetPointAt( m_flDistanceAlongSpline > 1 ? m_flDistanceAlongSpline-1 : m_flDistanceAlongSpline );
Vector vSplineTangent = pCurrentSplineBeingTraversed->GetTangentAt( m_flDistanceAlongSpline > 1 ? m_flDistanceAlongSpline-1 : m_flDistanceAlongSpline );
// Now that we've got the target spline point & tangent, use it to decide what our desired velocity is.
// If we're close to the tangent, just use the tangent. Otherwise, Lerp towards it.
Vector vecToDesired = (vSplinePoint - GetAbsOrigin());
float flDistToDesired = VectorNormalize( vecToDesired );
float flTangentLength = VectorNormalize( vSplineTangent );
if ( flDistToDesired > (flTangentLength * 0.75) )
{
m_vecDesiredVelocity = vecToDesired * flTangentLength;
}
else
{
VectorLerp( vSplineTangent, vecToDesired * flTangentLength, (flDistToDesired / (flTangentLength * 0.5)), m_vecDesiredVelocity );
}
// Decrease speed according to the turn we're trying to make
Vector vecRight;
m_hVehicleEntity->GetVectors( NULL, &vecRight, NULL );
Vector vecNormVel = m_vecDesiredVelocity;
VectorNormalize( vecNormVel );
float flDotRight = DotProduct( vecRight, vecNormVel );
flSpeed = (1.0 - fabs(flDotRight));
// Don't go slower than we've been told to go
if ( flSpeed < m_flDriversMinSpeed )
{
flSpeed = m_flDriversMinSpeed;
}
m_vecDesiredVelocity = vecNormVel * (flSpeed * m_flMaxSpeed);
// Bunch o'debug
if ( g_debug_vehicledriver.GetInt() & DRIVER_DEBUG_PATH )
{
NDebugOverlay::Box( m_vecPrevPrevPoint, -Vector(15,15,15), Vector(15,15,15), 192,0,0, true, 0.1);
NDebugOverlay::Box( m_vecPrevPoint, -Vector(20,20,20), Vector(20,20,20), 255,0,0, true, 0.1);
NDebugOverlay::Box( m_vecPostPoint, -Vector(20,20,20), Vector(20,20,20), 0,192,0, true, 0.1);
NDebugOverlay::Box( m_vecPostPostPoint, -Vector(20,20,20), Vector(20,20,20), 0,128,0, true, 0.1);
NDebugOverlay::Box( vSplinePoint, -Vector(10,10,10), Vector(10,10,10), 0,0,255, true, 0.1);
NDebugOverlay::Line( vSplinePoint, vSplinePoint + (vSplineTangent * 40), 0,0,255, true, 0.1);
//NDebugOverlay::HorzArrow( pCurrentSplineBeingTraversed->splinePoints[0], pCurrentSplineBeingTraversed->splinePoints[1], 30, 255,255,255,0, false, 0.1f );
//NDebugOverlay::HorzArrow( pCurrentSplineBeingTraversed->splinePoints[1], pCurrentSplineBeingTraversed->splinePoints[2], 20, 255,255,255,0, false, 0.1f );
//NDebugOverlay::HorzArrow( pCurrentSplineBeingTraversed->splinePoints[2], pCurrentSplineBeingTraversed->splinePoints[3], 10, 255,255,255,0, false, 0.1f );
// Draw the plane we're checking against for waypoint passing
Vector vecPlaneRight;
CrossProduct( m_pCurrentWaypoint->planeWaypoint.normal, Vector(0,0,1), vecPlaneRight );
Vector vecPlane = m_pCurrentWaypoint->splinePoints[2];
NDebugOverlay::Line( vecPlane + (vecPlaneRight * -100), vecPlane + (vecPlaneRight * 100), 255,0,0, true, 0.1);
// Draw the next plane too
CrossProduct( m_pNextWaypoint->planeWaypoint.normal, Vector(0,0,1), vecPlaneRight );
vecPlane = m_pNextWaypoint->splinePoints[2];
NDebugOverlay::Line( vecPlane + (vecPlaneRight * -100), vecPlane + (vecPlaneRight * 100), 192,0,0, true, 0.1);
}
if ( g_debug_vehicledriver.GetInt() & DRIVER_DEBUG_PATH_SPLINE )
{
for ( int i = 0; i < 10; i++ )
{
Vector vecTarget = m_pCurrentWaypoint->GetPointAt( 0.1 * i );
Vector vecTangent = m_pCurrentWaypoint->GetTangentAt( 0.1 * i );
VectorNormalize(vecTangent);
NDebugOverlay::Box( vecTarget, -Vector(10,10,10), Vector(10,10,10), 255,0,0, true, 0.1 );
NDebugOverlay::Line( vecTarget, vecTarget + (vecTangent * 10), 255,255,0, true, 0.1);
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: This takes the current place the NPC's trying to get to, figures out
// what keys to press to get the vehicle to go there, and then sends
// them to the vehicle.
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::DriveVehicle( void )
{
AngularImpulse angVel;
Vector vecVelocity;
IPhysicsObject *pVehiclePhysics = m_hVehicleEntity->VPhysicsGetObject();
if ( !pVehiclePhysics )
return;
pVehiclePhysics->GetVelocity( &vecVelocity, &angVel );
float flSpeed = VectorNormalize( vecVelocity );
// If we have no target position to drive to, brake to a halt
if ( !m_flMaxSpeed || m_vecDesiredPosition == vec3_origin )
{
if ( flSpeed > 1 )
{
m_pVehicleInterface->NPC_Brake();
}
return;
}
if ( g_debug_vehicledriver.GetInt() & DRIVER_DEBUG_PATH )
{
NDebugOverlay::Box(m_vecDesiredPosition, -Vector(20,20,20), Vector(20,20,20), 0,255,0, true, 0.1);
NDebugOverlay::Line(GetAbsOrigin(), GetAbsOrigin() + m_vecDesiredVelocity, 0,255,0, true, 0.1);
}
m_flGoalSpeed = VectorNormalize(m_vecDesiredVelocity);
// Is our target in front or behind us?
Vector vecForward, vecRight;
m_hVehicleEntity->GetVectors( &vecForward, &vecRight, NULL );
float flDot = DotProduct( vecForward, m_vecDesiredVelocity );
bool bBehind = ( flDot < 0 );
float flVelDot = DotProduct( vecVelocity, m_vecDesiredVelocity );
bool bGoingWrongWay = ( flVelDot < 0 );
// Figure out whether we should accelerate / decelerate
if ( bGoingWrongWay || (flSpeed < m_flGoalSpeed) )
{
// If it's behind us, go backwards not forwards
if ( bBehind )
{
m_pVehicleInterface->NPC_ThrottleReverse();
}
else
{
m_pVehicleInterface->NPC_ThrottleForward();
}
}
else
{
// Brake if we're go significantly too fast
if ( (flSpeed - 200) > m_flGoalSpeed )
{
m_pVehicleInterface->NPC_Brake();
}
else
{
m_pVehicleInterface->NPC_ThrottleCenter();
}
}
// Do we need to turn?
float flDotRight = DotProduct( vecRight, m_vecDesiredVelocity );
if ( bBehind )
{
// If we're driving backwards, flip our turning
flDotRight *= -1;
}
// Map it to the vehicle's steering
flDotRight *= (m_flSteering / 90);
if ( flDotRight < 0 )
{
// Turn left
m_pVehicleInterface->NPC_TurnLeft( -flDotRight );
}
else if ( flDotRight > 0 )
{
// Turn right
m_pVehicleInterface->NPC_TurnRight( flDotRight );
}
else
{
m_pVehicleInterface->NPC_TurnCenter();
}
}
//-----------------------------------------------------------------------------
// Purpose: Check to see if we should teleport to the current path corner
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::CheckForTeleport( void )
{
if ( !GetGoalEnt() )
return;
CPathTrack *pTrack = dynamic_cast<CPathTrack *>( GetGoalEnt() );
if ( !pTrack )
return;
// Does it have the teleport flag set?
if ( pTrack->HasSpawnFlags( SF_PATH_TELEPORT ) )
{
IncrementInterpolationFrame();
// Teleport the vehicle to the pathcorner
Vector vecMins, vecMaxs;
vecMins = m_hVehicleEntity->CollisionProp()->OBBMins();
vecMaxs = m_hVehicleEntity->CollisionProp()->OBBMaxs();
Vector vecTarget = pTrack->GetAbsOrigin() - (vecMins + vecMaxs) * 0.5;
vecTarget.z += ((vecMaxs.z - vecMins.z) * 0.5) + 8; // Safety buffer
// Orient it to face the next point
QAngle vecAngles = pTrack->GetAbsAngles();
Vector vecToTarget = vec3_origin;
if ( pTrack->GetNext() )
{
vecToTarget = (pTrack->GetNext()->GetAbsOrigin() - pTrack->GetAbsOrigin());
VectorNormalize( vecToTarget );
// Vehicles are rotated 90 degrees
VectorAngles( vecToTarget, vecAngles );
vecAngles[YAW] -= 90;
}
m_hVehicleEntity->Teleport( &vecTarget, &vecAngles, &vec3_origin );
// Teleport the driver
SetAbsOrigin( m_hVehicleEntity->WorldSpaceCenter() );
SetAbsAngles( m_hVehicleEntity->GetAbsAngles() );
m_vecPrevPoint = pTrack->GetAbsOrigin();
// Move to the next waypoint, we've reached this one
if ( GetNavigator()->GetPath() )
{
WaypointReached();
}
// Clear our waypoints, because the next waypoint is certainly invalid now.
ClearWaypoints();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CNPC_VehicleDriver::GetDefaultNavGoalTolerance()
{
return 48;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::RecalculateSpeeds( void )
{
// Get data from the vehicle
const vehicleparams_t *pParams = m_pVehicleInterface->GetVehicleParams();
if ( pParams )
{
m_flMaxSpeed = pParams->engine.maxSpeed * m_flDriversMaxSpeed;
m_flSteering = pParams->steering.degreesSlow;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::InputSetDriversMaxSpeed( inputdata_t &inputdata )
{
m_flDriversMaxSpeed = inputdata.value.Float();
RecalculateSpeeds();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::InputSetDriversMinSpeed( inputdata_t &inputdata )
{
m_flDriversMinSpeed = inputdata.value.Float();
RecalculateSpeeds();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::InputStartForward( inputdata_t &inputdata )
{
CLEARBITS( m_spawnflags, SF_VEHICLEDRIVER_INACTIVE );
if ( m_NPCState == NPC_STATE_IDLE )
{
SetState( NPC_STATE_ALERT );
}
SetCondition( COND_PROVOKED );
RecalculateSpeeds();
}
//-----------------------------------------------------------------------------
// Purpose: Tell the driver to stop moving
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::InputStop( inputdata_t &inputdata )
{
m_flMaxSpeed = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Tell the driver to start firing at targets
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::InputStartFiring( inputdata_t &inputdata )
{
CLEARBITS( m_spawnflags, SF_VEHICLEDRIVER_INACTIVE );
SetCondition( COND_PROVOKED );
float flMinRange, flMaxRange;
// If the vehicle has a weapon, set our capability
if ( m_pVehicleInterface->NPC_HasPrimaryWeapon() )
{
CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 );
m_pVehicleInterface->Weapon_PrimaryRanges( &flMinRange, &flMaxRange );
// Ensure the look distances is long enough
if ( m_flDistTooFar < flMaxRange || GetSenses()->GetDistLook() < flMaxRange )
{
m_flDistTooFar = flMaxRange;
SetDistLook( flMaxRange );
}
}
if ( m_pVehicleInterface->NPC_HasSecondaryWeapon() )
{
CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK2 );
m_pVehicleInterface->Weapon_SecondaryRanges( &flMinRange, &flMaxRange );
// Ensure the look distances is long enough
if ( m_flDistTooFar < flMaxRange || GetSenses()->GetDistLook() < flMaxRange )
{
m_flDistTooFar = flMaxRange;
SetDistLook( flMaxRange );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Tell the driver to stop firing at targets
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::InputStopFiring( inputdata_t &inputdata )
{
// If the vehicle has a weapon, set our capability
CapabilitiesRemove( bits_CAP_INNATE_RANGE_ATTACK1 );
CapabilitiesRemove( bits_CAP_INNATE_RANGE_ATTACK2 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::InputGotoPathCorner( inputdata_t &inputdata )
{
string_t iszPathName = inputdata.value.StringID();
if ( iszPathName != NULL_STRING )
{
CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, iszPathName );
if ( !pEntity )
{
Warning("npc_vehicledriver %s couldn't find entity named %s\n", STRING(GetEntityName()), STRING(iszPathName) );
return;
}
ClearWaypoints();
// Drive to the point
SetGoalEnt( pEntity );
if ( m_NPCState == NPC_STATE_IDLE )
{
SetState( NPC_STATE_ALERT );
}
SetCondition( COND_PROVOKED );
// Force him to start forward
InputStartForward( inputdata );
}
}
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_vehicledriver, CNPC_VehicleDriver )
//Tasks
DECLARE_TASK( TASK_VEHICLEDRIVER_GET_PATH )
// Schedules
DEFINE_SCHEDULE
(
SCHED_VEHICLEDRIVER_INACTIVE,
" Tasks"
" TASK_WAIT_INDEFINITE 0"
""
" Interrupts"
" COND_PROVOKED"
)
DEFINE_SCHEDULE
(
SCHED_VEHICLEDRIVER_COMBAT_WAIT,
" Tasks"
" TASK_WAIT 5"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_PROVOKED"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_RANGE_ATTACK2"
)
DEFINE_SCHEDULE
(
SCHED_VEHICLEDRIVER_DRIVE_PATH,
" Tasks"
" TASK_VEHICLEDRIVER_GET_PATH 0"
" TASK_WALK_PATH 9999"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_WAIT_PVS 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_PROVOKED"
)
AI_END_CUSTOM_NPC()