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nekohook/modules/source2013/sdk/game/server/ai_blended_movement.h
2020-08-04 13:13:01 -04:00

266 lines
7.6 KiB
C++

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