openmohaa/code/fgame/playerbot_rotation.cpp

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/*
===========================================================================
Copyright (C) 2024 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// playerbot_rotation.cpp: Manages bot rotation
#include "playerbot.h"
BotRotation::BotRotation()
{
m_vAngSpeed = vec_zero;
m_vTargetAng = vec_zero;
m_vCurrentAng = vec_zero;
m_fYawSpeedMult = 1.0f;
}
void BotRotation::SetControlledEntity(Player *newEntity)
{
controlledEntity = newEntity;
}
float AngleDifference(float ang1, float ang2)
{
float diff;
diff = ang1 - ang2;
if (ang1 > ang2) {
if (diff > 180.0) {
diff -= 360.0;
}
} else {
if (diff < -180.0) {
diff += 360.0;
}
}
return diff;
}
void BotRotation::TurnThink(usercmd_t& botcmd, usereyes_t& eyeinfo)
{
float diff, factor, maxchange, anglespeed, desired_speed;
int i;
if (m_vTargetAng[PITCH] > 180) {
m_vTargetAng[PITCH] -= 360;
}
factor = 0.25f;
maxchange = 360;
if (maxchange < 240) {
maxchange = 240;
}
maxchange *= level.frametime;
for (i = 0; i < 2; i++) {
//over reaction view model
m_vCurrentAng[i] = AngleMod(m_vCurrentAng[i]);
m_vTargetAng[i] = AngleMod(m_vTargetAng[i]);
diff = AngleDifference(m_vCurrentAng[i], m_vTargetAng[i]);
desired_speed = diff * factor;
m_vAngSpeed[i] = Q_clamp_float(m_vAngSpeed[i] + (m_vAngSpeed[i] - desired_speed), -180, 180);
anglespeed = Q_clamp_float(m_vAngSpeed[i], -maxchange, maxchange);
m_vCurrentAng[i] += anglespeed;
m_vCurrentAng[i] = AngleMod(m_vCurrentAng[i]);
//demping
m_vAngSpeed[i] *= 0.2 * (1 - factor);
}
if (m_vCurrentAng[PITCH] > 180) {
m_vCurrentAng[PITCH] -= 360;
}
eyeinfo.angles[0] = m_vCurrentAng[0];
eyeinfo.angles[1] = m_vCurrentAng[1];
botcmd.angles[0] = ANGLE2SHORT(m_vCurrentAng[0]) - controlledEntity->client->ps.delta_angles[0];
botcmd.angles[1] = ANGLE2SHORT(m_vCurrentAng[1]) - controlledEntity->client->ps.delta_angles[1];
botcmd.angles[2] = ANGLE2SHORT(m_vCurrentAng[2]) - controlledEntity->client->ps.delta_angles[2];
}
/*
====================
GetTargetAngles
Return the target angle
====================
*/
const Vector& BotRotation::GetTargetAngles() const
{
return m_vTargetAng;
}
/*
====================
SetTargetAngles
Set the bot's angle
====================
*/
void BotRotation::SetTargetAngles(Vector vAngles)
{
m_vTargetAng = vAngles;
}
/*
====================
AimAt
Make the bot face to the specified direction
====================
*/
void BotRotation::AimAt(Vector vPos)
{
Vector vDelta = vPos - controlledEntity->centroid;
VectorNormalize(vDelta);
vectoangles(vDelta, m_vTargetAng);
}