//========= Copyright � 1996-2005, 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 SetLayerNoEvents( int iLayer, bool bNoEvents = true ) { GetOuter()->SetLayerNoEvents( iLayer, bNoEvents ); } 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 m_scriptMove; CUtlVector 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 CAI_BlendingHost : public BASE_NPC { DECLARE_CLASS_NOFRIEND( CAI_BlendingHost, BASE_NPC ); public: const CAI_BlendedMotor *GetBlendedMotor() const { return assert_cast(this->GetMotor()); } CAI_BlendedMotor * GetBlendedMotor() { return assert_cast(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 { DECLARE_CLASS( CAI_BlendedNPC, CAI_BlendingHost ); }; //----------------------------------------------------------------------------- #endif