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VehicleMovementWarrior.cpp
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VehicleMovementWarrior.cpp
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/*************************************************************************
Crytek Source File.
Copyright (C), Crytek Studios, 2001-2005.
-------------------------------------------------------------------------
$Id$
$DateTime$
Description: Implements Warrior movement
-------------------------------------------------------------------------
History:
- 22:06:2006: Created by Michael Rauh
*************************************************************************/
#include "StdAfx.h"
#include "Game.h"
#include "GameUtils.h"
#include "IVehicleSystem.h"
#include "VehicleMovementWarrior.h"
enum
{
AXIS_X = 0,
AXIS_Y,
AXIS_Z
};
//------------------------------------------------------------------------
template<class T>
inline T CreateRotation(int axis, float rad)
{
switch(axis)
{
case AXIS_X:
return T::CreateRotationX(rad);
case AXIS_Y:
return T::CreateRotationY(rad);
case AXIS_Z:
return T::CreateRotationZ(rad);
}
return T::CreateIdentity();
}
//------------------------------------------------------------------------
CVehicleMovementWarrior::CVehicleMovementWarrior()
: m_pPlatformPos(NULL)
{
m_maxThrustersDamaged = -1;
m_thrustersDamaged = 0;
m_collapsedFeetAngle = 0;
m_collapsedLegAngle = 0;
m_collapseTimer = -1.f;
m_platformDown = false;
m_collapsed = false;
m_recoverTime = 20.f;
m_pTurret = 0;
m_pCannon = 0;
m_pWing = 0;
}
//------------------------------------------------------------------------
CVehicleMovementWarrior::~CVehicleMovementWarrior()
{
m_pVehicle->GetGameObject()->DisableUpdateSlot(m_pVehicle, IVehicle::eVUS_EnginePowered);
std::for_each(m_thrustersInit.begin(), m_thrustersInit.end(), stl::container_object_deleter());
}
//------------------------------------------------------------------------
bool CVehicleMovementWarrior::Init(IVehicle *pVehicle, const CVehicleParams &table)
{
CVehicleParams hovercraftTable = table.findChild("Hovercraft");
if(!hovercraftTable)
return false;
if(!CVehicleMovementHovercraft::Init(pVehicle, hovercraftTable))
return false;
table.getAttr("maxThrustersDamaged", m_maxThrustersDamaged);
table.getAttr("collapsedFeetAngle", m_collapsedFeetAngle);
table.getAttr("collapsedLegAngle", m_collapsedLegAngle);
table.getAttr("recoverTime", m_recoverTime);
// save original thruster values
m_thrustersInit.reserve(m_vecThrusters.size());
for(TThrusters::iterator it=m_vecThrusters.begin(); it!=m_vecThrusters.end(); ++it)
{
m_thrustersInit.push_back(new SThruster(**it));
}
m_pTurret = m_pVehicle->GetPart("turret1");
m_pCannon = m_pVehicle->GetPart("cannon");
m_pWing = m_pVehicle->GetPart("generator");
m_pPlatformPos = m_pVehicle->GetHelper("platform_pos");
return true;
}
//------------------------------------------------------------------------
void CVehicleMovementWarrior::Reset()
{
CVehicleMovementHovercraft::Reset();
if(IsCollapsing() || IsCollapsed())
{
m_pVehicle->GetGameObject()->DisableUpdateSlot(m_pVehicle, IVehicle::eVUS_EnginePowered);
}
if(IsCollapsing())
{
m_bEngineAlwaysOn = false;
}
m_thrustersDamaged = 0;
m_collapseTimer = -1.f;
m_platformDown = false;
m_collapsed = false;
ResetThrusters();
}
//------------------------------------------------------------------------
void CVehicleMovementWarrior::ResetThrusters()
{
assert(m_vecThrusters.size() == m_thrustersInit.size());
assert(m_numThrusters == m_thrustersInit.size());
for(int i=0; i<m_numThrusters; ++i)
{
SThruster *curr = m_vecThrusters[i];
SThruster *prev = m_thrustersInit[i];
curr->heightAdaption = prev->heightAdaption;
curr->hoverHeight = prev->hoverHeight;
curr->hoverVariance = prev->hoverVariance;
}
}
//------------------------------------------------------------------------
bool CVehicleMovementWarrior::IsCollapsing()
{
return m_collapseTimer >= 0.f;
}
//------------------------------------------------------------------------
void CVehicleMovementWarrior::EnableThruster(SThruster *pThruster, bool enable)
{
pThruster->enabled = enable;
//if (!enable)
//pThruster->hoverHeight = 0.2f;
if(!pThruster->pHelper)
{
// disable exhaust
// todo: add direct access to these
for(std::vector<SExhaustStatus>::iterator it = m_paStats.exhaustStats.begin(); it != m_paStats.exhaustStats.end(); ++it)
{
if(it->pHelper == pThruster->pHelper)
{
it->enabled = (int)enable;
}
}
}
int nDamaged = m_thrustersDamaged + (enable ? -1 : 1);
if(m_maxThrustersDamaged >= 0 && nDamaged >= m_maxThrustersDamaged && m_thrustersDamaged < m_maxThrustersDamaged)
{
Collapse();
}
m_thrustersDamaged = nDamaged;
}
//------------------------------------------------------------------------
void CVehicleMovementWarrior::OnEvent(EVehicleMovementEvent event, const SVehicleMovementEventParams ¶ms)
{
CVehicleMovementHovercraft::OnEvent(event, params);
if(event == eVME_Damage && params.pComponent && params.fValue >= 1.f)
{
// disable nearest thruster
const AABB &bounds = params.pComponent->GetBounds();
float minDistSq = 10000.f;
SThruster *pThrusterNearest = 0;
bool bContained = false;
for(TThrusters::iterator it=m_vecThrusters.begin(); it!=m_vecThrusters.end(); ++it)
{
if(bounds.IsContainPoint((*it)->pos))
{
EnableThruster(*it, false);
bContained = true;
break;
}
float distSq = Vec3((*it)->pos - params.vParam).len2();
if(distSq < minDistSq)
{
minDistSq = distSq;
pThrusterNearest = *it;
}
}
// if none inside component bbox, disable nearest one
if(pThrusterNearest && !bContained)
EnableThruster(pThrusterNearest, false);
}
else if(event == eVME_GroundCollision && params.iValue)
{
// register first ground contacts after platform is down
// maybe hold a map for this
for(TThrusters::iterator it=m_vecThrusters.begin(); it!=m_vecThrusters.end(); ++it)
{
SThruster *pThruster = *it;
if(pThruster->pPart && pThruster->pPart->GetPhysId() == params.iValue)
{
pThruster->groundContact = true;
}
}
}
}
//////////////////////////////////////////////////////////////////////////
// NOTE: This function must be thread-safe. Before adding stuff contact MarcoC.
void CVehicleMovementWarrior::ProcessMovement(const float deltaTime)
{
if(!IsCollapsed())
{
CVehicleMovementHovercraft::ProcessMovement(deltaTime);
}
}
//------------------------------------------------------------------------
void CVehicleMovementWarrior::Collapse()
{
if(IsCollapsing() || IsCollapsed())
return;
// start collapsing
m_collapseTimer = 0.f;
for(TThrusters::iterator it=m_vecThrusters.begin(); it!=m_vecThrusters.end(); ++it)
{
SThruster *pThruster = *it;
if(pThruster->pPart && pThruster->heightAdaption > 0.f)
{
pThruster->enabled = true; // enable all for collapsing
//pThruster->hoverHeight *= 0.5f;
pThruster->heightAdaption *= 2.f;
}
else
{
pThruster->enabled = true;
pThruster->hoverVariance = 0.f;
}
}
// make sure engine gets updated
m_pVehicle->GetGameObject()->EnableUpdateSlot(m_pVehicle, IVehicle::eVUS_EnginePowered);
m_bEngineAlwaysOn = true;
SGameObjectEvent event(eCGE_Event_Collapsing, eGOEF_ToScriptSystem);
m_pVehicle->GetGameObject()->SendEvent(event);
}
//------------------------------------------------------------------------
void CVehicleMovementWarrior::Collapsed(bool collapsed)
{
if(collapsed && !m_collapsed)
{
m_collapsed = true;
EnableMovementProcessing(false);
m_bEngineAlwaysOn = false;
SGameObjectEvent event(eCGE_Event_Collapsed, eGOEF_ToScriptSystem);
m_pVehicle->GetGameObject()->SendEvent(event);
}
else if(!collapsed && m_collapsed)
{
m_collapsed = false;
m_collapseTimer = -1.f;
m_platformDown = false;
// just reset damage for now
m_damage = 0.f;
m_thrustersDamaged = 0;
ResetThrusters();
for(std::vector<SExhaustStatus>::iterator it = m_paStats.exhaustStats.begin(); it != m_paStats.exhaustStats.end(); ++it)
{
it->enabled = 1;
}
m_pVehicle->GetGameObject()->DisableUpdateSlot(m_pVehicle, IVehicle::eVUS_EnginePowered);
EnableMovementProcessing(true);
}
}
//------------------------------------------------------------------------
float CVehicleMovementWarrior::RotatePart(IVehiclePart *pPart, float angleGoal, int axis, float speed, float deltaTime, float maxDelta)
{
assert(axis >= AXIS_X && axis <= AXIS_Z);
if(!pPart)
return 0.f;
const Matrix34 &tm = pPart->GetLocalBaseTM();
Matrix33 tm33(tm);
float ang = Ang3::GetAnglesXYZ(tm33)[axis];
float absDelta = abs(angleGoal - ang);
if(absDelta > 0.01f)
{
float angleDelta = min(absDelta, speed*deltaTime);
if(maxDelta > 0.f)
angleDelta = min(angleDelta, maxDelta);
angleDelta *= sgn(angleGoal-ang);
Matrix34 newTM(tm33 * CreateRotation<Matrix33>(axis, angleDelta), tm.GetTranslation());
pPart->SetLocalBaseTM(newTM);
return angleDelta;
}
return 0.f;
}
//------------------------------------------------------------------------
void CVehicleMovementWarrior::Physicalize()
{
CVehicleMovementHovercraft::Physicalize();
}
//------------------------------------------------------------------------
bool CVehicleMovementWarrior::UpdateAlways()
{
//return IsCollapsing() || IsCollapsed();
return false;
}
//------------------------------------------------------------------------
bool CVehicleMovementWarrior::StartEngine(EntityId driverId)
{
if(IsCollapsing())
{
return false;
}
if(!CVehicleMovementHovercraft::StartEngine(driverId))
return false;
return true;
}
//------------------------------------------------------------------------
void CVehicleMovementWarrior::StopEngine()
{
CVehicleMovementHovercraft::StopEngine();
}
//------------------------------------------------------------------------
void CVehicleMovementWarrior::Serialize(TSerialize ser, EEntityAspects aspects)
{
CVehicleMovementHovercraft::Serialize(ser, aspects);
if(ser.GetSerializationTarget() != eST_Network)
{
ser.Value("m_thrustersDamaged", m_thrustersDamaged);
ser.Value("m_collapseTimer", m_collapseTimer);
ser.Value("m_collapsed", m_collapsed);
ser.Value("m_platformDown", m_platformDown);
char buf[16];
for(int i=0; i<m_numThrusters; ++i)
{
_snprintf(buf, 16, "thruster_%d", i);
ser.BeginGroup(buf);
ser.Value("enabled", m_vecThrusters[i]->enabled);
ser.Value("heightAdaption", m_vecThrusters[i]->heightAdaption);
ser.Value("hoverVariance", m_vecThrusters[i]->hoverVariance);
ser.EndGroup();
}
}
}
//------------------------------------------------------------------------
void CVehicleMovementWarrior::Update(const float deltaTime)
{
FUNCTION_PROFILER(GetISystem(), PROFILE_GAME);
if(!IsCollapsing())
CVehicleMovementHovercraft::Update(deltaTime);
else
CVehicleMovementBase::Update(deltaTime);
if(IsCollapsing())
{
m_collapseTimer += deltaTime;
// check platform
Vec3 platformPos;
if(m_pPlatformPos)
platformPos = m_pPlatformPos->GetWorldSpaceTranslation();
else
platformPos.zero();
float dist = platformPos.z - gEnv->p3DEngine->GetTerrainElevation(platformPos.x, platformPos.y);
if(dist < 1.f)
{
m_platformDown = true;
}
// center turret
RotatePart(m_pTurret, DEG2RAD(0.f), AXIS_Z, DEG2RAD(2.5f), deltaTime);
// take down wing and cannon
RotatePart(m_pWing, DEG2RAD(-12.5f), AXIS_X, DEG2RAD(3.f), deltaTime);
RotatePart(m_pCannon, DEG2RAD(-20.f), AXIS_X, DEG2RAD(2.5f), deltaTime);
if(!m_platformDown)
{
// handle legs to bring down platform
TThrusters::iterator iter;
for(iter=m_vecThrusters.begin(); iter!=m_vecThrusters.end(); ++iter)
{
SThruster *pThruster = *iter;
if(pThruster->heightAdaption <= 0.f)
{
pThruster->hoverHeight = max(0.1f, pThruster->hoverHeight - 0.6f*deltaTime);
continue;
}
else
{
//if (!pThruster->groundContact)
//pThruster->hoverHeight = max(0.1f, pThruster->hoverHeight - 0.2f*deltaTime);
}
/*
// special legs control
float collapseSpeed = DEG2RAD(5.f);
float maxDistMovable = 1.f/0.8f;
float dist = (isneg(pThruster->prevDist)) ? 0.f : pThruster->hoverHeight - pThruster->prevDist;
if (isneg(dist))
{
collapseSpeed *= max(0.f, 1.f + maxDistMovable*dist);
}
if (collapseSpeed > 0.f)
{
float angle = RotatePart(pThruster->pParentPart, DEG2RAD(m_collapsedLegAngle), collapseSpeed, deltaTime);
RotatePart(pThruster->pPart, DEG2RAD(m_collapsedFeetAngle), collapseSpeed, deltaTime);
}
*/
}
}
else
{
if(!m_collapsed)
{
Collapsed(true);
}
}
}
if(IsPowered() && !IsCollapsed())
{
// "normal" legs control here
bool bStartComplete = (m_startComplete > 1.5f);
float adaptionSpeed = IsCollapsing() ? 0.8f : 1.5f;
int t = 0;
for(TThrusters::iterator iter=m_vecThrusters.begin(); iter!=m_vecThrusters.end(); ++iter)
{
SThruster *pThruster = *iter;
++t;
if(pThruster->heightAdaption > 0.f && bStartComplete && pThruster->pPart && pThruster->pParentPart)
{
const char *footName = pThruster->pPart->GetName();
EWarriorMovement mode = eWM_Hovering;
float correction = 0.f, maxCorrection = 0.f;
// adjust legs
float error = 0.f;
if(!pThruster->hit)
error = pThruster->hoverHeight; // when not hit, correct downwards
else if(pThruster->prevDist > 0.f)
error = pThruster->prevDist - pThruster->hoverHeight;
if(mode != eWM_None && abs(error) > 0.05f)
{
float speed = max(0.1f, min(1.f, abs(error))) * adaptionSpeed;
correction = -sgn(error) * min(speed*deltaTime, abs(error)); // correct up to error
// don't correct more than heightAdaption allows
maxCorrection = abs((pThruster->heightInitial + sgn(correction)*pThruster->heightAdaption) - pThruster->pos.z);
float minCorrection = (pThruster->groundContact) ? 0.f : -maxCorrection;
correction = CLAMP(correction, minCorrection, maxCorrection);
if(abs(correction) > 0.0001f)
{
// positive correction for leg, negative for foot
Matrix34 legLocal = pThruster->pParentPart->GetLocalBaseTM();
Matrix34 footLocal = pThruster->pPart->GetLocalBaseTM();
float radius = footLocal.GetTranslation().len();
float deltaAngle = correction / radius; // this assumes correction on circle (accurate enough for large radius)
Matrix34 legTM = Matrix33(legLocal) * Matrix33::CreateRotationX(deltaAngle);
Matrix34 footTM = Matrix33(footLocal) * Matrix33::CreateRotationX(-deltaAngle);
legTM.SetTranslation(legLocal.GetTranslation());
footTM.SetTranslation(footLocal.GetTranslation());
pThruster->pParentPart->SetLocalBaseTM(legTM);
pThruster->pPart->SetLocalBaseTM(footTM);
}
}
if(IsProfilingMovement())
{
static ICVar *pDebugLeg = gEnv->pConsole->GetCVar("warrior_debug_leg");
if(pDebugLeg && pDebugLeg->GetIVal() == t)
{
//CryLog("hoverErr %.2f, levelErr %.2f, neutralErr %.2f -> %s corr %.3f (max %.2f)", hoverError, levelError, neutralError, sMode, correction, maxCorrection);
}
}
}
}
}
// regain control
if(m_collapseTimer > m_recoverTime)
{
Collapsed(false);
}
for(TThrusters::iterator it=m_vecThrusters.begin(); it!=m_vecThrusters.end(); ++it)
{
(*it)->groundContact = false;
}
}
//------------------------------------------------------------------------
bool CVehicleMovementWarrior::RequestMovement(CMovementRequest &movementRequest)
{
if(IsCollapsing() || IsCollapsed())
return false;
return CVehicleMovementHovercraft::RequestMovement(movementRequest);
}
void CVehicleMovementWarrior::GetMemoryUsage(ICrySizer *s) const
{
s->Add(*this);
s->AddContainer(m_thrustersInit);
CVehicleMovementHovercraft::GetMemoryUsage(s);
}