void CPhysicsEntitySolver::Spawn()
{
	SetNextThink( gpGlobals->curtime + m_separationDuration );
	PhysDisableEntityCollisions( m_hMovingEntity, m_hPhysicsBlocker );
	m_savedCollisionGroup = m_hPhysicsBlocker->GetCollisionGroup();
	m_hPhysicsBlocker->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
	if ( m_hPhysicsBlocker->VPhysicsGetObject() )
	{
		m_hPhysicsBlocker->VPhysicsGetObject()->RecheckContactPoints();
	}
}
예제 #2
0
void CNPC_Zombine::DropGrenade( Vector vDir )
{
	if ( m_hGrenade == NULL )
		 return;

	m_hGrenade->SetParent( NULL );
	m_hGrenade->SetOwnerEntity( NULL );

	Vector vGunPos;
	QAngle angles;
	GetAttachment( "grenade_attachment", vGunPos, angles );

	IPhysicsObject *pPhysObj = m_hGrenade->VPhysicsGetObject();

	if ( pPhysObj == NULL )
	{
		m_hGrenade->SetMoveType( MOVETYPE_VPHYSICS );
		m_hGrenade->SetSolid( SOLID_VPHYSICS );
		m_hGrenade->SetCollisionGroup( COLLISION_GROUP_WEAPON );

		m_hGrenade->CreateVPhysics();
	}

	if ( pPhysObj )
	{
		pPhysObj->Wake();
		pPhysObj->SetPosition( vGunPos, angles, true );
		pPhysObj->ApplyForceCenter( vDir * 0.2f );

		pPhysObj->RecheckCollisionFilter();
	}

	m_hGrenade = NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Returns the magnitude of the entity's angular velocity.
//-----------------------------------------------------------------------------
void CPointVelocitySensor::SampleVelocity( void )
{
	if ( m_hTargetEntity == NULL )
		return;

	Vector vecVelocity;

	if ( m_hTargetEntity->GetMoveType() == MOVETYPE_VPHYSICS )
	{
		IPhysicsObject *pPhys = m_hTargetEntity->VPhysicsGetObject();
		if ( pPhys != NULL )
		{
			pPhys->GetVelocity( &vecVelocity, NULL );
		}
	}
	else
	{
		vecVelocity = m_hTargetEntity->GetAbsVelocity();
	}

	/*
	float flSpeed = VectorNormalize( vecVelocity );
	float flDot = ( m_vecAxis != vec3_origin ) ? DotProduct( vecVelocity, m_vecAxis ) : 1.0f;
	*/
	// We want the component of the velocity vector in the direction of the axis, which since the
	// axis is normalized is simply their dot product (eg V . A = |V|*|A|*cos(theta) )
	m_fPrevVelocity = ( m_vecAxis != vec3_origin ) ? DotProduct( vecVelocity, m_vecAxis ) : 1.0f;

	// if it's changed since the last frame, poke the output 
	if ( m_fPrevVelocity != m_Velocity.Get() )
	{
		m_Velocity.Set( m_fPrevVelocity, NULL, NULL );
	}
}
예제 #4
0
void CNPC_Dog::PrescheduleThink( void )
{
	BaseClass::PrescheduleThink();

	if ( m_hPhysicsEnt )
	{
		IPhysicsObject *pPhysObj = m_hPhysicsEnt->VPhysicsGetObject();

		if ( pPhysObj && pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
		{
			m_hPhysicsEnt->SetOwnerEntity( NULL );
		}
	}

	if ( m_flTimeToCatch < gpGlobals->curtime ) 
		 m_flTimeToCatch = 0.0f;

	
	if ( GetIdealActivity() == ACT_IDLE )
	{
		if ( m_hPhysicsEnt && m_bHasObject == true )
		{
			 SetIdealActivity( (Activity)ACT_DOG_WAITING );
		}
	}
}
예제 #5
0
void CNPC_Dog::CleanCatchAndThrow( bool bClearTimers )
{
	if ( m_hPhysicsEnt )
	{
		if ( m_bHasObject == true )
		{
			IPhysicsObject *pPhysObj = m_hPhysicsEnt->VPhysicsGetObject();

			m_hPhysicsEnt->SetParent( NULL );
			m_hPhysicsEnt->SetOwnerEntity( NULL );

			Vector vGunPos;
			QAngle angGunAngles;
			GetAttachment( m_iPhysGunAttachment, vGunPos, angGunAngles );

			if ( pPhysObj )
			{
				pPhysObj->Wake();
				pPhysObj->RemoveShadowController();
				pPhysObj->SetPosition( vGunPos, angGunAngles, true );
			}
			else
			{
				Warning( "CleanCatchAndThrow:   m_hPhysicsEnt->VPhysicsGetObject == NULL!\n" );
			}

			m_hPhysicsEnt->SetMoveType( (MoveType_t)m_iContainerMoveType );

			if ( pPhysObj )
			{
				pPhysObj->RecheckCollisionFilter();
			}
	
			ClearBeams();
		}
		
		m_hPhysicsEnt = NULL;
	}

	if ( bClearTimers == true )
	{
		 m_bDoCatchThrowBehavior = false;
		 m_bDoWaitforObjectBehavior = false;
		 m_flTimeToCatch = 0.0f;
		 m_flNextSwat = 0.0f;

		 SetCondition( COND_DOG_LOST_PHYSICS_ENTITY );
	}
}
void CPhysForce::ForceOff( void )
{
	if ( !m_pController )
		return;

	physenv->DestroyMotionController( m_pController );
	m_pController = NULL;
	SetThink( NULL );
	SetNextThink( TICK_NEVER_THINK );
	IPhysicsObject *pPhys = NULL;
	if ( m_attachedObject )
	{
		pPhys = m_attachedObject->VPhysicsGetObject();
		if ( pPhys )
		{
			pPhys->Wake();
		}
	}
}
예제 #7
0
void CNPC_Dog::PickupOrCatchObject( const char *pAttachmentName )
{
	if ( m_hPhysicsEnt )
	{
		InvalidateBoneCache();

		int iAttachment = LookupAttachment( pAttachmentName );

		if ( iAttachment == 0 )
			 iAttachment = m_iPhysGunAttachment;
		
		// Move physobject to shadow
		IPhysicsObject *pPhysicsObject = m_hPhysicsEnt->VPhysicsGetObject();
		if ( pPhysicsObject )
		{
			pPhysicsObject->SetShadow( 1e4, 1e4, false, false );
			pPhysicsObject->UpdateShadow( GetAbsOrigin(), GetAbsAngles(), false, 0 );
		}
		
		m_iContainerMoveType = m_hPhysicsEnt->GetMoveType();
		m_hPhysicsEnt->SetMoveType( MOVETYPE_NONE );
		
		m_hPhysicsEnt->SetParent( this, iAttachment );
	
		m_hPhysicsEnt->SetLocalOrigin( vec3_origin );
		m_hPhysicsEnt->SetLocalAngles( vec3_angle );

		m_hPhysicsEnt->SetGroundEntity( NULL );
		

		if ( m_hPhysicsEnt->GetOwnerEntity() == NULL )
			 m_hPhysicsEnt->SetOwnerEntity( this );

		if ( pPhysicsObject )
			 pPhysicsObject->RecheckCollisionFilter();

		m_bHasObject = true;

		//Fire Output!
		m_OnPickup.FireOutput( this, this );
	}
}
void CPhysicsNPCSolver::Think()
{
	bool finished = m_allowIntersection ? !IsIntersecting() : !CheckTouching();

	if ( finished )
	{
		UTIL_Remove(this);
		return;
	}
	if ( m_allowIntersection )
	{
		IPhysicsObject *pObject = m_hEntity->VPhysicsGetObject();
		if ( !pObject )
		{
			UTIL_Remove(this);
			return;
		}
		pObject->Wake();
	}
	ResetCancelTime();
}
void CPhysForce::ActivateForce( void )
{
	BaseClass::Activate();
	
	IPhysicsObject *pPhys = NULL;
	if ( m_attachedObject )
	{
		pPhys = m_attachedObject->VPhysicsGetObject();
	}
	
	if ( !pPhys )
		return;

	Vector linear;
	AngularImpulse angular;

	SetupForces( pPhys, linear, angular );

	m_integrator.SetConstantForce( linear, angular );
	m_pController = physenv->CreateMotionController( &m_integrator );
	m_pController->AttachObject( pPhys );
	// Make sure the object is simulated
	pPhys->Wake();
}
void CPhysMotor::Activate( void )
{
	BaseClass::Activate();
	
	// This gets called after all objects spawn and after all objects restore
	if ( m_attachedObject == NULL )
	{
		CBaseEntity *pAttach = gEntList.FindEntityByName( NULL, m_nameAttach, NULL );
		if ( pAttach && pAttach->GetMoveType() == MOVETYPE_VPHYSICS )
		{
			m_attachedObject = pAttach;
			IPhysicsObject *pPhys = m_attachedObject->VPhysicsGetObject();
			CalculateAcceleration();
			matrix3x4_t matrix;
			pPhys->GetPositionMatrix( matrix );
			Vector motorAxis_ls;
			VectorIRotate( m_motor.m_axis, matrix, motorAxis_ls );
			float inertia = DotProductAbs( pPhys->GetInertia(), motorAxis_ls );
			m_motor.m_maxTorque = inertia * m_motor.m_inertiaFactor * (m_angularAcceleration + m_additionalAcceleration);
			m_motor.m_restistanceDamping = 1.0f;
		}
	}

	if ( m_attachedObject )
	{
		IPhysicsObject *pPhys = m_attachedObject->VPhysicsGetObject();

		// create a hinge constraint for this object?
		if ( m_spawnflags & SF_MOTOR_HINGE )
		{
			// UNDONE: Don't do this on restore?
			if ( !m_pHinge )
			{
				constraint_hingeparams_t hingeParams;
				hingeParams.Defaults();
				hingeParams.worldAxisDirection = m_motor.m_axis;
				hingeParams.worldPosition = GetLocalOrigin();

				m_pHinge = physenv->CreateHingeConstraint( g_PhysWorldObject, pPhys, NULL, hingeParams );
				m_pHinge->SetGameData( (void *)this );
			}

			if ( m_spawnflags & SF_MOTOR_NOCOLLIDE )
			{
				physenv->DisableCollisions( pPhys, g_PhysWorldObject );
			}
		}
		else
		{
			m_pHinge = NULL;
		}

		// NOTE: On restore, this path isn't run because m_pController will not be NULL
		if ( !m_pController )
		{
			m_pController = physenv->CreateMotionController( &m_motor );
			m_pController->AttachObject( m_attachedObject->VPhysicsGetObject() );

			if ( m_spawnflags & SF_MOTOR_START_ON )
			{
				TurnOn();
			}
		}
	}

	// Need to do this on restore since there's no good way to save this
	if ( m_pController )
	{
		m_pController->SetEventHandler( &m_motor );
	}
}
예제 #11
0
void CWeaponGravityGun::SoundUpdate( void )
{
	int newState;
	
	if ( m_hObject )
		newState = SS_LOCKEDON;
	else
		newState = SS_SCANNING;

	if ( newState != m_soundState )
	{
		SoundStop();
		m_soundState = newState;
		SoundStart();
	}

	switch( m_soundState )
	{
	case SS_SCANNING:
		break;
	case SS_LOCKEDON:
		{
			CPASAttenuationFilter filter( GetOwner() );
			filter.MakeReliable();

			float height = m_hObject->GetAbsOrigin().z - m_originalObjectPosition.z;

			// go from pitch 90 to 150 over a height of 500
			int pitch = 90 + (int)UTIL_LineFraction( height, 0, 500, 60 );

			CSoundParameters params;
			if ( GetParametersForSound( "Weapon_Physgun.LockedOn", params, NULL ) )
			{
				EmitSound_t ep( params );
				ep.m_nFlags = SND_CHANGE_VOL | SND_CHANGE_PITCH;
				ep.m_nPitch = pitch;

				EmitSound( filter, GetOwner()->entindex(), ep );
			}

			// attenutate the movement sounds over 200 units of movement
			float distance = UTIL_LineFraction( m_movementLength, 0, 200, 1.0 );

			// blend the "mass" sounds between 50 and 500 kg
			IPhysicsObject *pPhys = m_hObject->VPhysicsGetObject();
			
			float fade = UTIL_LineFraction( pPhys->GetMass(), 50, 500, 1.0 );

			if ( GetParametersForSound( "Weapon_Physgun.LightObject", params, NULL ) )
			{
				EmitSound_t ep( params );
				ep.m_nFlags = SND_CHANGE_VOL;
				ep.m_flVolume = fade * distance;

				EmitSound( filter, GetOwner()->entindex(), ep );
			}

			if ( GetParametersForSound( "Weapon_Physgun.HeavyObject", params, NULL ) )
			{
				EmitSound_t ep( params );
				ep.m_nFlags = SND_CHANGE_VOL;
				ep.m_flVolume = (1.0 - fade) * distance;

				EmitSound( filter, GetOwner()->entindex(), ep );
			}
		}
		break;
	}
}
예제 #12
0
void CNPC_Dog::ThrowObject( const char *pAttachmentName )
{
	if ( m_hPhysicsEnt )
	{
		m_bHasObject = false;

		IPhysicsObject *pPhysObj = m_hPhysicsEnt->VPhysicsGetObject();

		if ( pPhysObj )
		{
			Vector vGunPos;
			QAngle angGunAngles;

			AngularImpulse angVelocity = RandomAngularImpulse( -250 , -250 ) / pPhysObj->GetMass();

			InvalidateBoneCache();

			int iAttachment = LookupAttachment( pAttachmentName );

			if ( iAttachment == 0 )
				 iAttachment = m_iPhysGunAttachment;
			
			GetAttachment( iAttachment, vGunPos, angGunAngles );

			pPhysObj->Wake();

			if ( pPhysObj->GetShadowController() )
			{
				m_hPhysicsEnt->SetParent( NULL );
				m_hPhysicsEnt->SetMoveType( (MoveType_t)m_iContainerMoveType );
				m_hPhysicsEnt->SetOwnerEntity( this );

				pPhysObj->RemoveShadowController();
				pPhysObj->SetPosition( m_hPhysicsEnt->GetLocalOrigin(), m_hPhysicsEnt->GetLocalAngles(), true );

				pPhysObj->RecheckCollisionFilter();
				pPhysObj->RecheckContactPoints();
			}
				
			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

			Vector vThrowDirection;

			if ( m_hThrowTarget )
			{
				Vector vThrowOrigin = m_hThrowTarget->GetAbsOrigin();
				
				if ( m_hThrowTarget->IsPlayer() )
					 vThrowOrigin = vThrowOrigin + Vector( random->RandomFloat( -128, 128 ), random->RandomFloat( -128, 128 ), 0 );

				Vector vecToss = VecCheckToss( this, vGunPos, vThrowOrigin, m_flThrowArcModifier, 1.0f, true );

				if( vecToss == vec3_origin )
				{
					// Fix up an impossible throw so dog will at least toss the box in the target's general direction instead of dropping it.
					// Also toss it up in the air so it will fall down and break. (Just throw the box up at a 45 degree angle)
					Vector forward, up;
					GetVectors( &forward, NULL, &up );

					vecToss = forward + up;
					VectorNormalize( vecToss );

					vecToss *= pPhysObj->GetMass() * 30.0f;
				}

				vThrowDirection = vecToss + ( m_hThrowTarget->GetSmoothedVelocity() / 2 );
							
				Vector vLinearDrag;

				Vector unitVel = vThrowDirection;
				VectorNormalize( unitVel );

				float flTest = 1000 / vThrowDirection.Length();

				float flDrag = pPhysObj->CalculateLinearDrag( vThrowDirection );
				vThrowDirection = vThrowDirection + ( unitVel * ( flDrag * flDrag ) ) / flTest;
			
				pPhysObj->SetVelocity( &vThrowDirection, &angVelocity );
				
				m_flTimeToCatch = gpGlobals->curtime + dog_max_wait_time.GetFloat();

				//Don't start pulling until the object is away from me.
				//We base the time on the throw velocity.
				m_flTimeToPull = gpGlobals->curtime + ( 1000 / vThrowDirection.Length() );
			}

			//Fire Output!
			m_OnThrow.FireOutput( this, this );

			ClearBeams();
			
			if ( m_bBeamEffects == true )
			{
				EmitSound( "Weapon_PhysCannon.Launch" );
				
				CBeam *pBeam = CBeam::BeamCreate(  "sprites/orangelight1.vmt", 1.8 );

				if ( pBeam != NULL )
				{
					pBeam->PointEntInit( m_hPhysicsEnt->WorldSpaceCenter(), this );
					pBeam->SetEndAttachment( m_iPhysGunAttachment );
					pBeam->SetWidth( 6.4 );
					pBeam->SetEndWidth( 12.8 );					
					pBeam->SetBrightness( 255 );
					pBeam->SetColor( 255, 255, 255 );
					pBeam->LiveForTime( 0.2f );
					pBeam->RelinkBeam();
					pBeam->SetNoise( 2 );
				}
			
				Vector	shotDir = ( m_hPhysicsEnt->WorldSpaceCenter() - vGunPos );
				VectorNormalize( shotDir );

				CPVSFilter filter( m_hPhysicsEnt->WorldSpaceCenter() );
				te->GaussExplosion( filter, 0.0f, m_hPhysicsEnt->WorldSpaceCenter() - ( shotDir * 4.0f ), RandomVector(-1.0f, 1.0f), 0 );
			}
		}
	}
}
예제 #13
0
void CNPC_Dog::PullObject( bool bMantain )
{
	if ( m_hPhysicsEnt == NULL )
	{
		TaskFail( "Ack! No Phys Object!");
		return;
	}

	IPhysicsObject *pPhysObj = m_hPhysicsEnt->VPhysicsGetObject();

	if ( pPhysObj == NULL )
	{
		TaskFail( "Pulling object with no Phys Object?!" );
		return;
	}

	if( pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
	{
		m_bHasObject = false;
		ClearBeams();
		TaskFail("Player Grabbed Ball");
		return;
	}

	CreateBeams();

	Vector vGunPos;
	GetAttachment( m_iPhysGunAttachment, vGunPos );
	float flDistance = ( vGunPos - m_hPhysicsEnt->WorldSpaceCenter() ).Length();

	if ( bMantain == false )
	{
		if ( flDistance <= DOG_CATCH_DISTANCE )
		{
			m_hPhysicsEnt->SetOwnerEntity( this );

			GetNavigator()->StopMoving();

			//Fire Output!
			m_OnPickup.FireOutput( this, this );

			m_bHasObject = true;
			ClearBeams();
			TaskComplete();
			return;
		}
	}

	Vector vDir = ( vGunPos -  m_hPhysicsEnt->WorldSpaceCenter() );

	Vector vCurrentVel;
	float flCurrentVel;
	AngularImpulse vCurrentAI;

	pPhysObj->GetVelocity( &vCurrentVel, &vCurrentAI );
	flCurrentVel = vCurrentVel.Length();

	VectorNormalize( vCurrentVel );
	VectorNormalize( vDir );

	float flVelMod = DOG_PULL_VELOCITY_MOD;

	if ( bMantain == true )
		 flVelMod *= 2;

	vCurrentVel = vCurrentVel * flCurrentVel * flVelMod;

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

	vDir = vDir * flDistance * (DOG_PULL_TO_GUN_VEL_MOD * 2);

	Vector vAngle( 0, 0, 0 );
	pPhysObj->AddVelocity( &vDir, &vAngle );
}
예제 #14
0
//---------------------------------------------------------
//---------------------------------------------------------
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 );
	}
}
예제 #15
0
//---------------------------------------------------------
//---------------------------------------------------------
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;
	}
}
//------------------------------------------------------------------------------
// Purpose : 
// Input   :
// Output  :
//------------------------------------------------------------------------------
void CNPC_CombineDropship::PrescheduleThink( void )
{
	BaseClass::PrescheduleThink();
	
	// keep track of think time deltas for burn calc below
	float dt = gpGlobals->curtime - m_flLastTime;
	m_flLastTime = gpGlobals->curtime;

	switch( m_iLandState )
	{
	case LANDING_NO:
		{
			if ( IsActivityFinished() && (GetActivity() != ACT_DROPSHIP_FLY_IDLE_EXAGG && GetActivity() != ACT_DROPSHIP_FLY_IDLE_CARGO) )
			{
				if ( m_hContainer )
				{
					SetIdealActivity( (Activity)ACT_DROPSHIP_FLY_IDLE_CARGO );
				}
				else
				{
					SetIdealActivity( (Activity)ACT_DROPSHIP_FLY_IDLE_EXAGG );
				}
			}

			DoRotorWash();
		}
		break;

	case LANDING_LEVEL_OUT:
		{
			// Approach the drop point
			Vector vecToTarget = (GetDesiredPosition() - GetAbsOrigin());
			float flDistance = vecToTarget.Length();

			// If we're slowing, make it look like we're slowing
			/*
			if ( IsActivityFinished() && GetActivity() != ACT_DROPSHIP_DESCEND_IDLE )
			{
				SetActivity( (Activity)ACT_DROPSHIP_DESCEND_IDLE );
			}
			*/

			// Are we there yet?
			float flSpeed = GetAbsVelocity().Length();
			if ( flDistance < 70 && flSpeed < 100 )
			{
				m_flLandingSpeed = flSpeed;
				m_iLandState = LANDING_DESCEND;
				// save off current angles so we can work them out over time
				QAngle angles = GetLocalAngles();
				m_existPitch = angles.x;
				m_existRoll = angles.z;

			}

			DoRotorWash();
		}
		break;

	case LANDING_DESCEND:
		{
			float	flAltitude;

			SetLocalAngularVelocity( vec3_angle );

			// Ensure we land on the drop point
			Vector vecToTarget = (GetDesiredPosition() - GetAbsOrigin());
			float flDistance = vecToTarget.Length();
			float flRampedSpeed = m_flLandingSpeed * (flDistance / 70);
			Vector vecVelocity = (flRampedSpeed / flDistance) * vecToTarget;
			vecVelocity.z = -75;
			SetAbsVelocity( vecVelocity );

			flAltitude = GetAltitude();			

			if ( IsActivityFinished() && GetActivity() != ACT_DROPSHIP_DESCEND_IDLE )
			{
				SetActivity( (Activity)ACT_DROPSHIP_DESCEND_IDLE );
			}

			if ( flAltitude < 72 )
			{
				QAngle angles = GetLocalAngles();

				// Level out quickly.
				angles.x = UTIL_Approach( 0.0, angles.x, 0.2 );
				angles.z = UTIL_Approach( 0.0, angles.z, 0.2 );

				SetLocalAngles( angles );
			}
			else
			{
				// randomly move as if buffeted by ground effects
				// gently flatten ship from starting pitch/yaw
				m_existPitch = UTIL_Approach( 0.0, m_existPitch, 1 );
				m_existRoll = UTIL_Approach( 0.0, m_existRoll, 1 );

				QAngle angles = GetLocalAngles();
				angles.x = m_existPitch + ( sin( gpGlobals->curtime * 3.5f ) * DROPSHIP_MAX_LAND_TILT );
				angles.z = m_existRoll + ( sin( gpGlobals->curtime * 3.75f ) * DROPSHIP_MAX_LAND_TILT );
				SetLocalAngles( angles );

				// figure out where to face (nav point)
				Vector targetDir = GetDesiredPosition() - GetAbsOrigin();
//				NDebugOverlay::Cross3D( m_pGoalEnt->GetAbsOrigin(), -Vector(2,2,2), Vector(2,2,2), 255, 0, 0, false, 20 );

				QAngle targetAngles = GetAbsAngles();
				targetAngles.y += UTIL_AngleDiff(UTIL_VecToYaw( targetDir ), targetAngles.y);
				// orient ship towards path corner on the way down
				angles = GetAbsAngles();
				angles.y = UTIL_Approach(targetAngles.y, angles.y, 2 );
				SetAbsAngles( angles );
			}

			if ( flAltitude <= 0.5f )
			{
				m_iLandState = LANDING_TOUCHDOWN;

				// upon landing, make sure ship is flat
				QAngle angles = GetLocalAngles();
				angles.x = 0;
				angles.z = 0;
				SetLocalAngles( angles );

				// TODO: Release cargo anim
				SetActivity( (Activity)ACT_DROPSHIP_DESCEND_IDLE );
			}

			DoRotorWash();

			// place danger sounds 1 foot above ground to get troops to scatter if they are below dropship
			Vector vecBottom = GetAbsOrigin();
			vecBottom.z += WorldAlignMins().z;
			Vector vecSpot = vecBottom + Vector(0, 0, -1) * (GetAltitude() - 12 );
			CSoundEnt::InsertSound( SOUND_DANGER, vecSpot, 400, 0.2, this, 0 );
			CSoundEnt::InsertSound( SOUND_PHYSICS_DANGER, vecSpot, 400, 0.2, this, 1 );
//			NDebugOverlay::Cross3D( vecSpot, -Vector(4,4,4), Vector(4,4,4), 255, 0, 255, false, 10.0f );

			// now check to see if player is below us, if so, cause heat damage to them (i.e. get them to move)
			trace_t tr;
			Vector vecBBoxMin = CRATE_BBOX_MIN;		// use flat box for check
			vecBBoxMin.z = -5;
			Vector vecBBoxMax = CRATE_BBOX_MAX;
			vecBBoxMax.z = 5;
			Vector pEndPoint = vecBottom + Vector(0, 0, -1) * ( GetAltitude() - 12 );
			AI_TraceHull( vecBottom, pEndPoint, vecBBoxMin, vecBBoxMax, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );

			if ( tr.fraction < 1.0f )
			{
				if ( tr.GetEntityIndex() == 1 )			// player???
				{
					CTakeDamageInfo info( this, this, 20 * dt, DMG_BURN );
					CBasePlayer *pPlayer = UTIL_PlayerByIndex(1);
					pPlayer->TakeDamage( info );
				}
			}

		}
		break;

	case LANDING_TOUCHDOWN:
		{
			if ( IsActivityFinished() && ( GetActivity() != ACT_DROPSHIP_DESCEND_IDLE ) )
			{
				SetActivity( (Activity)ACT_DROPSHIP_DESCEND_IDLE );
			}

			m_iLandState = LANDING_UNLOADING;
			m_flTroopDeployPause = gpGlobals->curtime + DROPSHIP_PAUSE_B4_TROOP_UNLOAD;
			m_flTimeTakeOff = m_flTroopDeployPause + DROPSHIP_DEPLOY_TIME;
		}
		break;

	case LANDING_UNLOADING:
		{
			// pause before dropping troops
			if ( gpGlobals->curtime > m_flTroopDeployPause )
			{
				if ( m_hContainer )	// don't drop troops if we don't have a crate any more
				{
					SpawnTroops();
					m_flTroopDeployPause = m_flTimeTakeOff + 2;	// only drop once
				}
			}
			// manage engine wash and volume
			if ( m_flTimeTakeOff - gpGlobals->curtime < 0.5f )
			{
				m_engineThrust = UTIL_Approach( 1.0f, m_engineThrust, 0.1f );
				DoRotorWash();
			}
			else
			{
				float idleVolume = 0.2f;
				m_engineThrust = UTIL_Approach( idleVolume, m_engineThrust, 0.04f );
				if ( m_engineThrust > idleVolume ) 
				{
					DoRotorWash();				// make sure we're kicking up dust/water as long as engine thrust is up
				}
			}

			if( gpGlobals->curtime > m_flTimeTakeOff )
			{
				m_iLandState = LANDING_LIFTOFF;
				SetActivity( (Activity)ACT_DROPSHIP_LIFTOFF );
				m_engineThrust = 1.0f;			// ensure max volume once we're airborne
				if ( m_bIsFiring )
				{
					StopCannon();				// kill cannon sounds if they are on
				}

				// detach container from ship
				if ( m_hContainer && m_leaveCrate )
				{
					m_hContainer->SetParent(NULL);
					m_hContainer->SetMoveType( (MoveType_t)m_iContainerMoveType );

					// If the container has a physics object, remove it's shadow
					IPhysicsObject *pPhysicsObject = m_hContainer->VPhysicsGetObject();
					if ( pPhysicsObject )
					{
						pPhysicsObject->RemoveShadowController();
					}

					m_hContainer = NULL;
				}
			}
		}
		break;

	case LANDING_LIFTOFF:
		{
			// give us some clearance before changing back to larger hull -- keeps ship from getting stuck on
			// things like the player, etc since we "pop" the hull...
			if ( GetAltitude() > 120 )		
			{
				m_OnFinishedDropoff.FireOutput( this, this );

				m_iLandState = LANDING_NO;

				// change bounding box back to normal ship hull
				Vector vecBBMin, vecBBMax;
				ExtractBbox( SelectHeaviestSequence( ACT_DROPSHIP_DEPLOY_IDLE ), vecBBMin, vecBBMax ); 
				UTIL_SetSize( this, vecBBMin, vecBBMax );
				Relink();
			}
		}
		break;

	case LANDING_SWOOPING:
		{
			// Did we lose our pickup target?
			if ( !m_hPickupTarget )
			{
				m_iLandState = LANDING_NO;
			}
			else
			{
				// Decrease altitude and speed to hit the target point.
				Vector vecToTarget = (GetDesiredPosition() - GetAbsOrigin());
				float flDistance = vecToTarget.Length();

				// Start cheating when we get near it
				if ( flDistance < 50 )
				{
					/*
					if ( flDistance > 10 )
					{
						// Cheat and ensure we touch the target
						float flSpeed = GetAbsVelocity().Length();
						Vector vecVelocity = vecToTarget;
						VectorNormalize( vecVelocity );
						SetAbsVelocity( vecVelocity * min(flSpeed,flDistance) );
					}
					else
					*/
					{
						// Grab the target
						m_hContainer = m_hPickupTarget;
						m_hPickupTarget = NULL;
						m_iContainerMoveType = m_hContainer->GetMoveType();

						// If the container has a physics object, move it to shadow
						IPhysicsObject *pPhysicsObject = m_hContainer->VPhysicsGetObject();
						if ( pPhysicsObject )
						{
							pPhysicsObject->SetShadow( Vector(1e4,1e4,1e4), AngularImpulse(1e4,1e4,1e4), false, false );
							pPhysicsObject->UpdateShadow( GetAbsOrigin(), GetAbsAngles(), false, 0 );
						}

						int iIndex = 0;//LookupAttachment("Cargo");
						/*
						Vector vecOrigin;
						QAngle vecAngles;
						GetAttachment( iIndex, vecOrigin, vecAngles );
						m_hContainer->SetAbsOrigin( vecOrigin );
						m_hContainer->SetAbsAngles( vec3_angle );
						*/
						m_hContainer->SetAbsOrigin( GetAbsOrigin() );
						m_hContainer->SetParent(this, iIndex);
						m_hContainer->SetMoveType( MOVETYPE_PUSH );
						m_hContainer->RemoveFlag( FL_ONGROUND );
						m_hContainer->Relink();
						m_hContainer->SetAbsAngles( vec3_angle );

						m_OnFinishedPickup.FireOutput( this, this );
						m_iLandState = LANDING_NO;
					}
				}
			}

			DoRotorWash();
		}
		break;
	}

	DoCombatStuff();

	if ( GetActivity() != GetIdealActivity() )
	{
		//Msg( "setactivity" );
		SetActivity( GetIdealActivity() );
	}
}