Esempio n. 1
0
void CPhysicsSpring::GetSpringObjectConnections( string_t nameStart, string_t nameEnd, IPhysicsObject **pStart, IPhysicsObject **pEnd )
{
	IPhysicsObject *pStartObject = FindPhysicsObject( STRING(nameStart) );
	IPhysicsObject *pEndObject = FindPhysicsObject( STRING(nameEnd) );

	// Assume the world for missing objects
	if ( !pStartObject )
	{
		pStartObject = g_PhysWorldObject;
	}
	else if ( !pEndObject )
	{
		// try to sort so that the world is always the start object
		pEndObject = pStartObject;
		pStartObject = g_PhysWorldObject;
	}
	else
	{
		CBaseEntity *pEntity0 = (CBaseEntity *) (pStartObject->GetGameData());
		g_pNotify->AddEntity( this, pEntity0 );

		CBaseEntity *pEntity1 = (CBaseEntity *) pEndObject->GetGameData();
		g_pNotify->AddEntity( this, pEntity1 );
	}

	*pStart = pStartObject;
	*pEnd = pEndObject;
}
void CKeepUpright::Activate()
{
	BaseClass::Activate();
	
	if ( !m_pController )
	{
		// This case occurs when spawning
		IPhysicsObject *pPhys;
		if ( m_attachedObject )
		{
			pPhys = m_attachedObject->VPhysicsGetObject();
		}
		else
		{
			extern IPhysicsObject *FindPhysicsObject( const char *pName );
			pPhys = FindPhysicsObject( STRING(m_nameAttach) );
		}

		if ( !pPhys )
		{
			UTIL_Remove(this);
			return;
		}

		m_pController = physenv->CreateMotionController( (IMotionEvent *)this );
		m_pController->AttachObject( pPhys );
	}
	else
	{
		// This case occurs when restoring
		m_pController->SetEventHandler( this );
	}
}
void CNPC_Dog::InputStartCatchThrowBehavior( inputdata_t &inputdata )
{
	CleanCatchAndThrow();

	m_sObjectName = MAKE_STRING( inputdata.value.String() );
	m_bDoCatchThrowBehavior = true;

	m_flTimeToCatch = 0.0f;
	m_flNextSwat = 0.0f;

	FindPhysicsObject( inputdata.value.String() );
}
void CNPC_Dog::InputSetPickupTarget( inputdata_t &inputdata )
{
	CleanCatchAndThrow( false );
	FindPhysicsObject( inputdata.value.String() );
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Dog::StartTask( const Task_t *pTask )
{
	switch( pTask->iTask )
	{

	case TASK_DOG_SETUP_THROW_TARGET:
		{
			SetupThrowTarget();
			TaskComplete();
		}
		break;
	case TASK_DOG_GET_PATH_TO_PHYSOBJ:
		{
			FindPhysicsObject( STRING( m_sObjectName ) );

			if ( m_hPhysicsEnt == NULL )
			{
				 FindPhysicsObject( NULL );
				 return;
			}

			IPhysicsObject *pPhysicsObject = m_hPhysicsEnt->VPhysicsGetObject();
			
			Vector vecGoalPos;
			Vector vecDir;

			vecDir = GetLocalOrigin() - m_hPhysicsEnt->WorldSpaceCenter();
			VectorNormalize(vecDir);
			vecDir.z = 0;
		
			if ( m_hPhysicsEnt->GetOwnerEntity() == NULL )
				 m_hPhysicsEnt->SetOwnerEntity( this );
		
			if ( pPhysicsObject )
				 pPhysicsObject->RecheckCollisionFilter();

			vecGoalPos = m_hPhysicsEnt->WorldSpaceCenter() + (vecDir * DOG_PHYSOBJ_MOVE_TO_DIST );

			//If I'm near my goal, then just walk to it.
			Activity aActivity = ACT_RUN;

			if ( ( vecGoalPos - GetLocalOrigin() ).Length() <= 128 )
				 aActivity = ACT_WALK;

			if ( GetNavigator()->SetGoal( AI_NavGoal_t( vecGoalPos, aActivity ), AIN_NO_PATH_TASK_FAIL ) == false )
			{
				 if ( m_hUnreachableObjects.Find( m_hPhysicsEnt ) == -1 )
					  m_hUnreachableObjects.AddToTail( m_hPhysicsEnt );
					
				 FindPhysicsObject( NULL, m_hPhysicsEnt );

				 m_flTimeToCatch = gpGlobals->curtime + 0.1;
				 m_flNextRouteTime = gpGlobals->curtime + 0.3;
				 m_flNextSwat = gpGlobals->curtime + 0.1;

				 GetNavigator()->ClearGoal();
			}
			else
			{
				TaskComplete();
			}
		}
		break;

	case TASK_DOG_FACE_OBJECT:
		{
			if( m_hPhysicsEnt == NULL )
			{
				// Physics Object is gone! Probably was an explosive 
				// or something else broke it.
				TaskFail("Physics ent NULL");
				return;
			}

			Vector vecDir;

			vecDir = m_hPhysicsEnt->WorldSpaceCenter() - GetLocalOrigin();
			VectorNormalize(vecDir);

			GetMotor()->SetIdealYaw( UTIL_VecToYaw( vecDir ) );
			TaskComplete();
		}
		break;
		
	case TASK_DOG_PICKUP_ITEM:
		{
			if( m_hPhysicsEnt == NULL )
			{
				// Physics Object is gone! Probably was an explosive 
				// or something else broke it.
				TaskFail("Physics ent NULL");
				return;
			}
			else
			{
				SetIdealActivity( (Activity)ACT_DOG_PICKUP );
			}
		}

		break;
		
	case TASK_DOG_LAUNCH_ITEM:
		{
			if( m_hPhysicsEnt == NULL )
			{
				// Physics Object is gone! Probably was an explosive 
				// or something else broke it.
				TaskFail("Physics ent NULL");
				return;
			}
			else
			{
				if ( m_hPhysicsEnt == NULL || m_bHasObject == false )
				{
					 TaskFail( "Don't have the item!" );
					 return;
				}

				SetIdealActivity( (Activity)ACT_DOG_THROW );
			}
		}

		break;

	case TASK_DOG_WAIT_FOR_TARGET_TO_FACE:
		{
			if ( CanTargetSeeMe() )
				 TaskComplete();
		}
		break;

	case TASK_DOG_WAIT_FOR_OBJECT:
		{
			SetIdealActivity( (Activity)ACT_DOG_WAITING );
		}
		break;

	case TASK_DOG_CATCH_OBJECT:
	{
		SetIdealActivity( (Activity)ACT_DOG_CATCH  );
	}
	break;
			
	case TASK_DOG_DELAY_SWAT:
		m_flNextSwat = gpGlobals->curtime + pTask->flTaskData;

		if ( m_hThrowTarget == NULL )
		#ifdef SecobMod__Enable_Fixed_Multiplayer_AI
			m_hThrowTarget = UTIL_GetNearestVisiblePlayer(this); 
		#else
			m_hThrowTarget = AI_GetSinglePlayer();
		#endif //SecobMod__Enable_Fixed_Multiplayer_AI

		TaskComplete();
		break;

	default:
		BaseClass::StartTask( pTask );
	}
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Dog::RunTask( const Task_t *pTask )
{
	switch( pTask->iTask )
	{

	case TASK_DOG_PICKUP_ITEM:
	{
		 PullObject( false );
	}
	break;

	case TASK_DOG_GET_PATH_TO_PHYSOBJ:
		{
			//Check this cause our object might have been deleted.
			if ( m_hPhysicsEnt == NULL )
				 FindPhysicsObject( NULL );

			//And if we still can't find anything, then just go away.
			if ( m_hPhysicsEnt == NULL )
			{
				TaskFail( "Can't find an object I like!" );
				return;
			}
	
			IPhysicsObject *pPhysicsObject = m_hPhysicsEnt->VPhysicsGetObject();
			
			Vector vecGoalPos;
			Vector vecDir;

			vecDir = GetLocalOrigin() - m_hPhysicsEnt->WorldSpaceCenter();
			VectorNormalize(vecDir);
			vecDir.z = 0;
		
			if ( m_hPhysicsEnt->GetOwnerEntity() == NULL )
				 m_hPhysicsEnt->SetOwnerEntity( this );
		
			if ( pPhysicsObject )
				 pPhysicsObject->RecheckCollisionFilter();

			vecGoalPos = m_hPhysicsEnt->WorldSpaceCenter() + (vecDir * DOG_PHYSOBJ_MOVE_TO_DIST );

			bool bBuiltRoute = false;

			//If I'm near my goal, then just walk to it.
			Activity aActivity = ACT_RUN;

			if ( ( vecGoalPos - GetLocalOrigin() ).Length() <= 128 )
				 aActivity = ACT_WALK;

			bBuiltRoute = GetNavigator()->SetGoal( AI_NavGoal_t( vecGoalPos, aActivity ), AIN_NO_PATH_TASK_FAIL );

			if ( bBuiltRoute == true )
				 TaskComplete();
			else
			{
				m_flTimeToCatch = gpGlobals->curtime + 0.1;
				m_flNextRouteTime = gpGlobals->curtime + 0.3;
				m_flNextSwat = gpGlobals->curtime + 0.1;

				if ( m_hUnreachableObjects.Find( m_hPhysicsEnt ) == -1 )
					 m_hUnreachableObjects.AddToTail( m_hPhysicsEnt );
								
				m_hPhysicsEnt = NULL;

				GetNavigator()->ClearGoal();
			}
		}
		break;

	case TASK_WAIT:
	{
		if ( IsWaitFinished() )
		{
			TaskComplete();
		}

		if ( m_hPhysicsEnt )
		{
			if ( m_bHasObject == false )
			{
				GetMotor()->SetIdealYawToTarget( m_hPhysicsEnt->GetAbsOrigin() );
				GetMotor()->UpdateYaw();
			}
		}

		break;
	}

	case TASK_DOG_LAUNCH_ITEM:
		if( IsActivityFinished() )
		{
			if ( m_hPhysicsEnt )
			{
				m_hPhysicsEnt->SetOwnerEntity( NULL );
			}

			TaskComplete();
		}
		break;

	case TASK_DOG_WAIT_FOR_TARGET_TO_FACE:
	{
		if ( CanTargetSeeMe() )
			 TaskComplete();
	}
		break;

	case TASK_WAIT_FOR_MOVEMENT:
		{
			if ( GetState() == NPC_STATE_SCRIPT || IsInAScript() )
			{
			  	 BaseClass::RunTask( pTask );
				 return;
			}

			if ( m_hPhysicsEnt != NULL )
			{
				IPhysicsObject *pPhysObj = m_hPhysicsEnt->VPhysicsGetObject();
					
				if ( !pPhysObj )
				{
					Warning( "npc_dog TASK_WAIT_FOR_MOVEMENT with NULL m_hPhysicsEnt->VPhysicsGetObject\n" );
				}

				if ( pPhysObj && pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
					 TaskFail( "Player picked it up!" );

				//If the object is moving then my old goal might not be valid
				//cancel the schedule and make it restart again in a bit.
				if ( pPhysObj && pPhysObj->IsAsleep() == false && GetNavigator()->IsGoalActive() == false )
				{
					Vector vecGoalPos;
					Vector vecDir;
				
					vecDir = GetLocalOrigin() - m_hPhysicsEnt->WorldSpaceCenter();
					VectorNormalize(vecDir);
					vecDir.z = 0;
									
					vecGoalPos = m_hPhysicsEnt->WorldSpaceCenter() + (vecDir * DOG_PHYSOBJ_MOVE_TO_DIST );

					GetNavigator()->ClearGoal();

					float flDistance = (vecGoalPos - GetLocalOrigin()).Length();

					//If I'm near my goal, then just walk to it.
					Activity aActivity = ACT_RUN;

					if ( ( vecGoalPos - GetLocalOrigin() ).Length() <= 128 )
						 aActivity = ACT_WALK;

				    GetNavigator()->SetGoal( AI_NavGoal_t( vecGoalPos, aActivity ), AIN_NO_PATH_TASK_FAIL );

					if ( flDistance <= DOG_PHYSOBJ_MOVE_TO_DIST )
					{
						TaskComplete();
						GetNavigator()->StopMoving();
					}
				}
			}
			
			BaseClass::RunTask( pTask );
		}
		break;

	case TASK_DOG_WAIT_FOR_OBJECT:
		{
			if ( m_hPhysicsEnt != NULL )
			{
				if ( FVisible( m_hPhysicsEnt ) == false )
				{
					m_flTimeToCatch = 0.0f;
					ClearBeams();
					TaskFail( "Lost sight of the object!" );
					m_hPhysicsEnt->SetOwnerEntity( NULL );
					return;
				}

				m_hPhysicsEnt->SetOwnerEntity( this );

				Vector vForward;
				AngleVectors( GetAbsAngles(), &vForward );


				Vector vGunPos;
				GetAttachment( m_iPhysGunAttachment, vGunPos );

				Vector vToObject = m_hPhysicsEnt->WorldSpaceCenter() - vGunPos;
				float flDistance = vToObject.Length();

				VectorNormalize( vToObject );

				SetAim( m_hPhysicsEnt->WorldSpaceCenter() - GetAbsOrigin() );

				#ifdef SecobMod__Enable_Fixed_Multiplayer_AI
					CBasePlayer *pPlayer = UTIL_GetNearestVisiblePlayer(this); 
				#else
					CBasePlayer *pPlayer = AI_GetSinglePlayer();
				#endif //SecobMod__Enable_Fixed_Multiplayer_AI

				float flDistanceToPlayer = flDistance;

				if ( pPlayer )
				{
					flDistanceToPlayer = (pPlayer->GetAbsOrigin() - m_hPhysicsEnt->WorldSpaceCenter()).Length();
				}
			
				IPhysicsObject *pPhysObj = m_hPhysicsEnt->VPhysicsGetObject();
				if ( !pPhysObj )
				{
					Warning( "npc_dog:  TASK_DOG_WAIT_FOR_OBJECT with m_hPhysicsEnt->VPhysicsGetObject == NULL\n" );
				}
					
				if ( pPhysObj && !( pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) && flDistanceToPlayer > ( flDistance * 2 ) )
				{
					if ( m_flTimeToPull <= gpGlobals->curtime )
					{
						Vector vCurrentVel;
						float flCurrentVel;
						AngularImpulse vCurrentAI;

						pPhysObj->GetVelocity( &vCurrentVel, &vCurrentAI );

						flCurrentVel = vCurrentVel.Length();
						VectorNormalize( vCurrentVel );

						if ( pPhysObj && flDistance <= DOG_PULL_DISTANCE )
						{
							Vector vDir = ( vGunPos -  m_hPhysicsEnt->WorldSpaceCenter() );
								
							VectorNormalize( vDir );

							vCurrentVel = vCurrentVel * ( flCurrentVel * DOG_PULL_VELOCITY_MOD );

							vCurrentAI = vCurrentAI * DOG_PULL_ANGULARIMP_MOD;
							pPhysObj->SetVelocity( &vCurrentVel, &vCurrentAI );

							vDir = vDir * flDistance * DOG_PULL_TO_GUN_VEL_MOD;

							Vector vAngle( 0, 0, 0 );
							pPhysObj->AddVelocity( &vDir, &vAngle );
							
							CreateBeams();
						}
					
						float flDot = DotProduct( vCurrentVel, vForward );

						if ( flDistance >= DOG_PULL_DISTANCE && flDistance <= ( DOG_PULL_DISTANCE * 2 ) && flDot > -0.3 )
						{
							if ( pPhysObj->IsAsleep() == false && !( pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) )
							{
								Vector vecGoalPos;
								Vector vecDir;

								vecDir = GetLocalOrigin() - m_hPhysicsEnt->WorldSpaceCenter();
								VectorNormalize(vecDir);
								vecDir.z = 0;
												
								vecGoalPos = m_hPhysicsEnt->WorldSpaceCenter() + (vecDir * DOG_PHYSOBJ_MOVE_TO_DIST );

								GetNavigator()->ClearGoal();

								//If I'm near my goal, then just walk to it.
								Activity aActivity = ACT_RUN;

								if ( ( vecGoalPos - GetLocalOrigin() ).Length() <= 128 )
									 aActivity = ACT_WALK;
									 
								GetNavigator()->SetGoal( AI_NavGoal_t( vecGoalPos, aActivity ),  AIN_NO_PATH_TASK_FAIL );
							}
						}
					}
				}


				float flDirDot = DotProduct( vToObject, vForward );

				if ( flDirDot < 0.2 )
				{
					GetMotor()->SetIdealYawToTarget( m_hPhysicsEnt->GetAbsOrigin() );
					GetMotor()->UpdateYaw();
				}

				if ( m_flTimeToCatch < gpGlobals->curtime && m_bDoWaitforObjectBehavior == false ) 
				{
					m_hPhysicsEnt->SetOwnerEntity( NULL );
					m_flTimeToCatch = 0.0f;
					ClearBeams();
					TaskFail( "Done waiting!" );
				}
				else if ( pPhysObj && ( flDistance <= DOG_CATCH_DISTANCE && !( pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) ) )
				{
					AngularImpulse vZero( 0, 0, 0 );
					pPhysObj->SetVelocity( &vec3_origin, &vZero );

					GetNavigator()->StopMoving();

					//Fire Output!
					m_OnCatch.FireOutput( this, this );
					m_bHasObject = true;
					ClearBeams();
					TaskComplete();
				}
			}
			else
			{
				GetNavigator()->StopMoving();

				ClearBeams();
				TaskFail("No Physics Object!");
			}
			
		}
		break;

	case TASK_DOG_CATCH_OBJECT:
		if( IsActivityFinished() )
		{
			m_flTimeToCatch = 0.0f;
			TaskComplete();
		}
		break;
	default:
		BaseClass::RunTask( pTask );
		break;
	}
}