//----------------------------------------------------------------------------- // Apply movement //----------------------------------------------------------------------------- void CLogicMeasureMovement::MeasureThink( ) { // FIXME: This is a hack to make measuring !player simpler. The player isn't // created at Activate time, so m_hMeasureTarget may be NULL because of that. if ( !m_hMeasureTarget.Get() && !Q_strnicmp( STRING(m_strMeasureTarget), "!player", 8 ) ) { SetMeasureTarget( STRING(m_strMeasureTarget) ); } // Make sure all entities are valid if ( m_hMeasureTarget.Get() && m_hMeasureReference.Get() && m_hTarget.Get() && m_hTargetReference.Get() ) { matrix3x4_t matRefToMeasure, matWorldToMeasure; switch( m_nMeasureType ) { case MEASURE_POSITION: MatrixInvert( m_hMeasureTarget->EntityToWorldTransform(), matWorldToMeasure ); break; case MEASURE_EYE_POSITION: AngleIMatrix( m_hMeasureTarget->EyeAngles(), m_hMeasureTarget->EyePosition(), matWorldToMeasure ); break; // FIXME: Could add attachment point measurement here easily } ConcatTransforms( matWorldToMeasure, m_hMeasureReference->EntityToWorldTransform(), matRefToMeasure ); // Apply the scale factor if ( ( m_flScale != 0.0f ) && ( m_flScale != 1.0f ) ) { Vector vecTranslation; MatrixGetColumn( matRefToMeasure, 3, vecTranslation ); vecTranslation /= m_flScale; MatrixSetColumn( vecTranslation, 3, matRefToMeasure ); } // Now apply the new matrix to the new reference point matrix3x4_t matMeasureToRef, matNewTargetToWorld; MatrixInvert( matRefToMeasure, matMeasureToRef ); ConcatTransforms( m_hTargetReference->EntityToWorldTransform(), matMeasureToRef, matNewTargetToWorld ); Vector vecNewOrigin; QAngle vecNewAngles; MatrixAngles( matNewTargetToWorld, vecNewAngles, vecNewOrigin ); m_hTarget->SetAbsOrigin( vecNewOrigin ); m_hTarget->SetAbsAngles( vecNewAngles ); } SetNextThink( gpGlobals->curtime + TICK_INTERVAL ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPointCommentaryNode::UpdateViewPostThink( void ) { CBasePlayer *pPlayer = GetCommentaryPlayer(); if ( !pPlayer ) return; if ( m_hViewPosition.Get() && m_hViewPositionMover ) { // Blend back to the player's position over time. float flCurTime = (gpGlobals->curtime - m_flFinishedTime); float flTimeToBlend = min( 2.0, m_flFinishedTime - m_flStartTime ); float flBlendPerc = 1.0 - clamp( flCurTime / flTimeToBlend, 0, 1 ); //Msg("OUT: CurTime %.2f, BlendTime: %.2f, Blend: %.3f\n", flCurTime, flTimeToBlend, flBlendPerc ); // Only do this while we're still moving if ( flBlendPerc > 0 ) { // Figure out the current view position Vector vecPlayerPos = pPlayer->EyePosition(); Vector vecToPosition = (m_vecFinishOrigin - vecPlayerPos); Vector vecCurEye = pPlayer->EyePosition() + (vecToPosition * flBlendPerc); m_hViewPositionMover->SetAbsOrigin( vecCurEye ); if ( m_hViewTarget ) { Quaternion quatFinish; Quaternion quatOriginal; Quaternion quatCurrent; AngleQuaternion( m_vecOriginalAngles, quatOriginal ); AngleQuaternion( m_vecFinishAngles, quatFinish ); QuaternionSlerp( quatFinish, quatOriginal, 1.0 - flBlendPerc, quatCurrent ); QAngle angCurrent; QuaternionAngles( quatCurrent, angCurrent ); m_hViewPositionMover->SetAbsAngles( angCurrent ); } SetNextThink( gpGlobals->curtime, s_pCommentaryUpdateViewThink ); return; } pPlayer->SnapEyeAngles( m_hViewPositionMover->GetAbsAngles() ); } // We're done CleanupPostCommentary(); m_bPreventChangesWhileMoving = false; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPointCommentaryNode::UpdateViewThink( void ) { if ( !m_bActive ) return; CBasePlayer *pPlayer = GetCommentaryPlayer(); if ( !pPlayer ) return; // Swing the view towards the target if ( m_hViewTarget ) { QAngle angGoal; QAngle angCurrent; if ( m_hViewPositionMover ) { angCurrent = m_hViewPositionMover->GetAbsAngles(); VectorAngles( m_hViewTarget->WorldSpaceCenter() - m_hViewPositionMover->GetAbsOrigin(), angGoal ); } else { angCurrent = pPlayer->EyeAngles(); VectorAngles( m_hViewTarget->WorldSpaceCenter() - pPlayer->EyePosition(), angGoal ); } // Accelerate towards the target goal angles float dx = AngleDiff( angGoal.x, angCurrent.x ); float dy = AngleDiff( angGoal.y, angCurrent.y ); float mod = 1.0 - ExponentialDecay( 0.5, 0.3, gpGlobals->frametime ); float dxmod = dx * mod; float dymod = dy * mod; angCurrent.x = AngleNormalize( angCurrent.x + dxmod ); angCurrent.y = AngleNormalize( angCurrent.y + dymod ); if ( m_hViewPositionMover ) { m_hViewPositionMover->SetAbsAngles( angCurrent ); } else { pPlayer->SnapEyeAngles( angCurrent ); } SetNextThink( gpGlobals->curtime, s_pCommentaryUpdateViewThink ); } if ( m_hViewPosition.Get() ) { if ( pPlayer->GetActiveWeapon() ) { pPlayer->GetActiveWeapon()->Holster(); } if ( !m_hViewPositionMover ) { // Make an invisible info target entity for us to attach the view to, // and move it to the desired view position. m_hViewPositionMover = CreateEntityByName( "env_laserdot" ); m_hViewPositionMover->SetAbsAngles( pPlayer->EyeAngles() ); pPlayer->SetViewEntity( m_hViewPositionMover ); } // Blend to the target position over time. float flCurTime = (gpGlobals->curtime - m_flStartTime); float flBlendPerc = clamp( flCurTime / 2.0, 0, 1 ); // Figure out the current view position Vector vecCurEye; VectorLerp( pPlayer->EyePosition(), m_hViewPosition.Get()->GetAbsOrigin(), flBlendPerc, vecCurEye ); m_hViewPositionMover->SetAbsOrigin( vecCurEye ); SetNextThink( gpGlobals->curtime, s_pCommentaryUpdateViewThink ); } }
//------------------------------------------------------------------------------ // 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() ); } }
//------------------------------------------------------------------------------ // Purpose : // Input : // Output : //------------------------------------------------------------------------------ void CNPC_CombineDropship::Spawn( void ) { Precache( ); SetModel( "models/combine_dropship.mdl" ); BaseClass::Spawn(); ExtractBbox( SelectHeaviestSequence( ACT_DROPSHIP_DEPLOY_IDLE ), m_cullBoxMins, m_cullBoxMaxs ); BaseClass::Spawn(); InitPathingData( DROPSHIP_LEAD_DISTANCE, DROPSHIP_MIN_CHASE_DIST_DIFF, DROPSHIP_AVOID_DIST ); // create the correct bin for the ship to carry switch ( m_iCrateType ) { case CRATE_ROLLER_HOPPER: break; case CRATE_SOLDIER: m_hContainer = CreateEntityByName( "prop_dynamic" ); if ( m_hContainer ) { m_hContainer->SetModel( "models/props_junk/trashdumpster02.mdl" ); m_hContainer->SetLocalOrigin( GetAbsOrigin() ); m_hContainer->SetLocalAngles( GetLocalAngles() ); m_hContainer->SetAbsAngles( GetAbsAngles() ); m_hContainer->SetParent(this, 0); m_hContainer->SetOwnerEntity(this); m_hContainer->SetSolid( SOLID_VPHYSICS ); m_hContainer->Spawn(); } break; case CRATE_NONE: default: break; } m_iHealth = 100; m_flFieldOfView = 0.5; // 60 degrees m_iContainerMoveType = MOVETYPE_NONE; //InitBoneControllers(); InitCustomSchedules(); if ( m_hContainer ) { SetIdealActivity( (Activity)ACT_DROPSHIP_FLY_IDLE_CARGO ); } else { SetIdealActivity( (Activity)ACT_DROPSHIP_FLY_IDLE_EXAGG ); } m_flMaxSpeed = DROPSHIP_MAX_SPEED; m_flMaxSpeedFiring = BASECHOPPER_MAX_FIRING_SPEED; m_hPickupTarget = NULL; //!!!HACKHACK // This tricks the AI code that constantly complains that the vehicle has no schedule. SetSchedule( SCHED_IDLE_STAND ); m_iLandState = LANDING_NO; }