openmohaa/code/fgame/simpleactor.cpp

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/*
===========================================================================
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Copyright (C) 2023 the OpenMoHAA team
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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
===========================================================================
*/
// simpleactor.cpp: Base class for character AI
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#include "actor.h"
#include "bg_local.h"
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#include "scriptexception.h"
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#include "scriptthread.h"
#include "../script/scriptclass.h"
#include <tiki.h>
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Event EV_NoAnimLerp
(
"noanimlerp",
EV_DEFAULT,
NULL,
NULL,
"Do not LERP to the next animation",
EV_NORMAL
);
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CLASS_DECLARATION(Sentient, SimpleActor, NULL) {
{&EV_NoAnimLerp, &SimpleActor::EventNoAnimLerp},
{NULL, NULL }
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};
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#define OVERLOADED_ERROR() assert(!"overloaded version should always get called")
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SimpleActor::SimpleActor()
{
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m_ChangeMotionAnimIndex = -1;
m_ChangeActionAnimIndex = -1;
m_ChangeSayAnimIndex = -1;
if (LoadingSavegame) {
return;
}
m_AnimMotionHigh = true;
m_AnimActionHigh = true;
m_AnimDialogHigh = true;
m_fAimLimit_up = 60.0f;
m_fAimLimit_down = -60.0f;
VectorClear(m_DesiredGunDir);
VectorClear(m_DesiredLookAngles);
VectorClear(m_Dest);
VectorClear(m_NoClipDest);
for (int i = 0; i < MAX_FRAMEINFOS; i++) {
m_weightBase[i] = 0.0f;
m_weightCrossBlend[i] = 0.0f;
}
m_eEmotionMode = EMOTION_NEUTRAL;
m_eNextAnimMode = -1;
m_csPathGoalEndAnimScript = STRING_EMPTY;
m_bNextForceStart = false;
m_fCrossblendTime = 0.5f;
m_csCurrentPosition = STRING_STAND;
m_fPathGoalTime = 0.0f;
m_bStartPathGoalEndAnim = false;
m_csNextAnimString = STRING_NULL;
for (int i = 0; i < MAX_FRAMEINFOS; i++) {
m_weightType[i] = 0.0f;
}
m_ChangeActionAnimIndex = -1;
m_ChangeActionAnimIndex = -1;
m_ChangeSayAnimIndex = -1;
m_bMotionAnimSet = false;
m_bActionAnimSet = false;
m_bSayAnimSet = false;
m_iVoiceTime = 0;
m_bAimAnimSet = false;
m_iMotionSlot = -1;
m_iActionSlot = -1;
m_iSaySlot = -1;
m_bLevelMotionAnim = false;
m_bLevelActionAnim = false;
m_bLevelSayAnim = false;
m_bNextLevelSayAnim = false;
m_DesiredYaw = 0.0f;
m_YawAchieved = true;
m_bPathErrorTime = -10000000;
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m_PainHandler.TrySetScript(STRING_ANIM_PAIN_SCR);
m_DeathHandler.TrySetScript(STRING_ANIM_KILLED_SCR);
m_AttackHandler.TrySetScript(STRING_ANIM_ATTACK_SCR);
m_SniperHandler.TrySetScript(STRING_ANIM_SNIPER_SCR);
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m_bHasDesiredLookDest = false;
m_bUpdateAnimDoneFlags = false;
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m_NearestNode = NULL;
m_fCrouchWeight = 0.0f;
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m_csMood = STRING_BORED;
m_csIdleMood = STRING_BORED;
m_groundPlane = qfalse;
m_walking = qfalse;
VectorClear(m_groundPlaneNormal);
m_maxspeed = 1000000.0f;
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}
SimpleActor::~SimpleActor()
{
if (m_pAnimThread) {
delete m_pAnimThread->GetScriptClass();
}
}
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void SimpleActor::SetMoveInfo(mmove_t *)
{
OVERLOADED_ERROR();
}
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void SimpleActor::GetMoveInfo(mmove_t *)
{
OVERLOADED_ERROR();
}
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bool SimpleActor::CanSeeFrom(vec3_t pos, Entity *ent)
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{
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return false;
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}
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bool SimpleActor::CanTarget(void)
{
OVERLOADED_ERROR();
return false;
}
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bool SimpleActor::IsImmortal(void)
{
OVERLOADED_ERROR();
return false;
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}
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bool SimpleActor::DoesTheoreticPathExist(Vector vDestPos, float fMaxPath)
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{
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return m_Path.DoesTheoreticPathExist(origin, vDestPos, this, fMaxPath, NULL, 0);
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}
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void SimpleActor::SetPath(
Vector vDestPos, const char *description, int iMaxDirtyTime, float *vLeashHome, float fLeashDistSquared
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)
{
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if (!PathExists()
|| ((level.inttime >= m_Path.Time() + iMaxDirtyTime || m_Path.Complete(origin)) && PathGoal() != vDestPos)) {
m_Path.FindPath(origin, vDestPos, this, 0.0, vLeashHome, fLeashDistSquared);
if (!PathExists()) {
if (g_patherror->integer) {
if (description) {
int thinkState = ((Actor *)this)->m_ThinkState;
if (g_patherror->integer == 1
|| (g_patherror->integer == 2
&& (thinkState == THINKSTATE_IDLE || thinkState == THINKSTATE_CURIOUS))) {
if (m_bPathErrorTime + 5000 < level.inttime) {
m_bPathErrorTime = level.inttime;
Com_Printf(
"^~^~^ Path not found in '%s' for (entnum %d, radnum %d, targetname '%s') from (%f %f "
"%f) to (%f %f %f)\n",
description,
entnum,
radnum,
targetname.c_str(),
origin.x,
origin.y,
origin.z,
vDestPos.x,
vDestPos.y,
vDestPos.z
);
Com_Printf("Reason: %s\n", PathSearch::last_error);
}
}
}
}
}
}
}
void SimpleActor::SetPath(SimpleEntity *pDestNode, const char *description, int iMaxDirtyTime)
{
if (pDestNode) {
SetPath(pDestNode->origin, description, iMaxDirtyTime, NULL, 0.0);
} else {
if (m_bPathErrorTime + 5000 < level.inttime) {
m_bPathErrorTime = level.inttime;
Com_Printf(
"^~^~^ No destination node specified for '%s' at (%f %f %f)\n",
targetname.c_str(),
origin.x,
origin.y,
origin.z
);
}
ClearPath();
}
}
void SimpleActor::SetPathWithinDistance(Vector vDestPos, char *description, float fMaxPath, int iMaxDirtyTime)
{
SetPath(vDestPos, description, iMaxDirtyTime, NULL, 0);
}
void SimpleActor::FindPathAway(vec_t *vAwayFrom, vec_t *vDirPreferred, float fMinSafeDist)
{
m_Path.FindPathAway(origin, vAwayFrom, vDirPreferred, this, fMinSafeDist, NULL, 0);
ShortenPathToAvoidSquadMates();
}
void SimpleActor::ClearPath(void)
{
m_Path.Clear();
}
bool SimpleActor::PathComplete(void) const
{
if (level.time >= m_fPathGoalTime) {
if (m_Path.Complete(origin)) {
return true;
}
}
return false;
}
bool SimpleActor::PathExists(void) const
{
return m_Path.CurrentNode() != NULL;
}
bool SimpleActor::PathIsValid(void) const
{
//Called by SetPath...
return true;
}
bool SimpleActor::PathAvoidsSquadMates(void) const
{
Entity *player;
float fDelta;
float fDistSoFar;
float fDistCap;
float vDelta2[2];
float vMins[3];
float vMaxs[3];
float vPos[3];
//Sentient *pOther;
Sentient *pBuddy[256];
int iNumBuddies;
int i;
//float fRatio;
if (ai_pathchecktime->value <= 0.0) {
return true;
}
player = G_GetEntity(0);
if (!player) {
return true;
}
//player = G_GetEntity(0);
//player = G_GetEntity(0);
VectorSub2D(player->origin, origin, vDelta2);
if (VectorLength2D(vDelta2) > Square(ai_pathcheckdist->value)) {
return true;
}
fDistCap = (ai_pathchecktime->value * 250.0);
fDistSoFar = 0;
VectorCopy(vMins, CurrentPathNode()->point);
VectorCopy(vMaxs, CurrentPathNode()->point);
PathInfo *pNode = CurrentPathNode() - 1;
while (1) {
if (pNode < LastPathNode()) {
break;
}
if (fDistSoFar <= fDistCap) {
break;
}
fDelta = fDistCap + 0.001 - fDistSoFar;
if (pNode->dist < fDelta) {
VectorCopy(pNode->point, vPos);
} else {
VectorSubtract(pNode[1].point, pNode[0].point, vPos);
VectorMA(pNode[1].point, fDelta / pNode->dist, vPos, vPos);
}
if (vPos[0] > vMaxs[0]) {
vMaxs[0] = vPos[0];
} else {
if (vPos[0] < vMins[0]) {
vMins[0] = vPos[0];
}
}
if (vPos[1] > vMaxs[1]) {
vMaxs[1] = vPos[1];
} else {
if (vPos[1] < vMins[1]) {
vMins[1] = vPos[1];
}
}
if (vPos[2] > vMaxs[2]) {
vMaxs[2] = vPos[2];
} else {
if (vPos[2] < vMins[2]) {
vMins[2] = vPos[2];
}
}
fDistSoFar += fDelta;
pNode--;
}
vMins[0] -= 30;
vMins[1] -= 30;
vMins[2] -= 94;
vMaxs[0] += 30;
vMaxs[1] += 30;
vMaxs[2] += 94;
iNumBuddies = 0;
if ((Sentient *)m_pNextSquadMate != this) {
do {
if (m_pNextSquadMate->origin[0] > vMins[0] && m_pNextSquadMate->origin[0] < vMaxs[0]
&& m_pNextSquadMate->origin[1] > vMins[1] && m_pNextSquadMate->origin[1] < vMaxs[1]
&& m_pNextSquadMate->origin[2] > vMins[2] && m_pNextSquadMate->origin[2] < vMaxs[2]) {
VectorSub2D(m_pNextSquadMate->origin, origin, vDelta2);
if (vDelta2[0] <= -32 || vDelta2[0] >= 32 || vDelta2[1] <= -32 || vDelta2[1] >= 32) {
if (DotProduct2D(vDelta2, m_pNextSquadMate->velocity) <= 0) {
pBuddy[iNumBuddies++] = m_pNextSquadMate;
}
}
}
} while ((Sentient *)m_pNextSquadMate != this && iNumBuddies <= 255);
}
if (iNumBuddies == 0) {
return true;
}
float fDist;
while (1) {
i = 0;
if (iNumBuddies > 0) {
break;
}
weird_lbl:
pNode++;
VectorCopy2D(pNode->point, vPos);
fDist = pNode->dist;
if (pNode >= CurrentPathNode()) {
return true;
}
}
float fDot;
while (1) {
VectorSub2D(pBuddy[i]->origin, vPos, vDelta2);
if (VectorLength2D(vDelta2) <= 900) {
return false;
}
fDot = DotProduct2D(vDelta2, pNode->dir);
if (fDot < 0.0 && -fDist <= fDot) {
if (Square(CrossProduct2D(vDelta2, pNode->dir)) <= 900) {
return false;
}
}
if (++i >= iNumBuddies) {
goto weird_lbl;
}
}
}
void SimpleActor::ShortenPathToAvoidSquadMates(void)
{
if (PathExists() && !PathComplete()) {
Vector vBuddyPos;
Vector vDelta;
Vector vGoal;
do {
vGoal = PathGoal();
Actor *pSquadMate = (Actor *)m_pNextSquadMate.Pointer();
if (pSquadMate == this) {
break;
}
while (true) {
vGoal = PathGoal();
vBuddyPos = pSquadMate->origin;
if (pSquadMate->IsSubclassOfActor() && pSquadMate->PathExists()) {
vBuddyPos = pSquadMate->PathGoal();
}
vDelta.x = vGoal[0] - vBuddyPos.x;
if (vDelta.x >= -15.0 && vDelta.x <= 15.0) {
vDelta.y = vGoal[1] - vBuddyPos.y;
vDelta.z = vGoal[2] - vBuddyPos.z;
if (vDelta.y >= -15.0 && vDelta.y <= 15.0 && vDelta.z >= 0.0 && vDelta.z <= 94.0) {
break;
}
}
pSquadMate = (Actor *)pSquadMate->m_pNextSquadMate.Pointer();
if (pSquadMate == this) {
return;
}
}
m_Path.Shorten(45.0);
} while (PathExists());
}
}
Vector SimpleActor::PathGoal(void) const
{
return LastPathNode()->point;
}
bool SimpleActor::PathGoalSlowdownStarted(void) const
{
return m_fPathGoalTime >= level.time;
}
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const float *SimpleActor::PathDelta(void) const
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{
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return m_Path.CurrentDelta();
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}
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PathInfo *SimpleActor::CurrentPathNode(void) const
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{
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return m_Path.CurrentNode();
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}
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PathInfo *SimpleActor::LastPathNode(void) const
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{
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return m_Path.LastNode();
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}
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float SimpleActor::PathDist(void) const
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{
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return m_Path.TotalDist();
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}
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bool SimpleActor::PathHasCompleteLookahead(void) const
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{
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return m_Path.HasCompleteLookahead();
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}
void SimpleActor::UpdateEmotion(void)
{
int anim;
if (IsDead()) {
Anim_Emotion(EMOTION_DEAD);
}
anim = GetEmotionAnim();
if (anim == -1) {
Com_Printf(
"Failed to set emotion for (entnum %d, radnum %d, targetname '%s'\n", entnum, radnum, targetname.c_str()
);
} else {
m_bSayAnimSet = true;
StartSayAnimSlot(anim);
}
}
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int SimpleActor::GetMotionSlot(int slot)
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{
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if (m_AnimMotionHigh) {
return slot + 3;
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} else {
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return slot;
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}
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}
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void SimpleActor::ChangeMotionAnim(void)
{
//int lastMotionSlot;
//int firstMotionSlot;
int iSlot;
int i;
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m_bMotionAnimSet = false;
m_iMotionSlot = -1;
m_bLevelMotionAnim = false;
if (m_ChangeMotionAnimIndex != level.frame_skel_index) {
m_ChangeMotionAnimIndex = level.frame_skel_index;
MPrintf("Swapping motion channels....\n");
for (iSlot = GetMotionSlot(0), i = 0; i < 3; i++, iSlot++) {
StartCrossBlendAnimSlot(iSlot);
}
m_AnimDialogHigh = !m_AnimDialogHigh;
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}
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for (iSlot = GetMotionSlot(0), i = 0; i < 3; i++, iSlot++) {
StopAnimating(iSlot);
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}
}
int SimpleActor::GetActionSlot(int slot)
{
if (m_AnimActionHigh) {
return slot + 9;
} else {
return slot + 6;
}
}
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void SimpleActor::ChangeActionAnim(void)
{
int iSlot;
int i;
m_bAimAnimSet = false;
m_bActionAnimSet = false;
m_iActionSlot = -1;
m_bLevelActionAnim = false;
if (m_ChangeActionAnimIndex != level.frame_skel_index) {
m_ChangeActionAnimIndex = level.frame_skel_index;
MPrintf("Swapping action channels....\n");
iSlot = GetActionSlot(0);
for (i = iSlot; i < iSlot + 3; i++) {
animFlags[i] |= ANIM_NOACTION;
StartCrossBlendAnimSlot(i);
}
m_AnimDialogHigh = !m_AnimDialogHigh; // toggle
}
iSlot = GetActionSlot(0);
for (i = iSlot; i < iSlot + 3; i++) {
StopAnimating(iSlot);
}
}
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int SimpleActor::GetSaySlot(void)
{
return m_AnimDialogHigh ? 13 : 12;
}
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void SimpleActor::ChangeSayAnim(void)
{
int iSlot;
m_bSayAnimSet = false;
m_bLevelSayAnim = 0;
m_iVoiceTime = level.inttime;
m_iSaySlot = -1;
if (m_ChangeSayAnimIndex != level.frame_skel_index) {
m_ChangeSayAnimIndex = level.frame_skel_index;
MPrintf("Swapping dialog channel....\n");
iSlot = GetSaySlot();
StartCrossBlendAnimSlot(iSlot);
m_AnimDialogHigh = !m_AnimDialogHigh; // toggle
}
iSlot = GetSaySlot();
StopAnimating(iSlot);
}
void SimpleActor::StopAnimating(int slot)
{
int index = 0;
m_weightType[slot] = 0;
DoExitCommands(slot);
if (edict->s.frameInfo[slot].index || gi.TIKI_NumAnims(edict->tiki) <= 1) {
edict->s.frameInfo[slot].index = 0;
} else {
edict->s.frameInfo[slot].index = 1;
}
animFlags[slot] = ANIM_LOOP | ANIM_NODELTA | ANIM_NOEXIT | ANIM_PAUSED;
edict->s.frameInfo[slot].weight = 0;
animtimes[slot] = 0;
animFlags[slot] = (animFlags[slot] | ANIM_NODELTA) & ~ANIM_FINISHED;
}
void SimpleActor::EventSetAnimLength(Event *ev)
{
int slot;
float length;
if (ev->NumArgs() != 1) {
ScriptError("bad number of arguments");
}
length = ev->GetFloat(1);
if (length <= 0) {
ScriptError("Positive lengths only allowed");
}
if (m_bMotionAnimSet) {
ScriptError("Must set anim before length");
}
slot = GetMotionSlot(0);
if (animFlags[slot] & ANIM_LOOP) {
gi.Anim_Frametime(edict->tiki, edict->s.frameInfo[slot].index);
animFlags[slot] = (animFlags[slot] | ANIM_NODELTA) & ~ANIM_FINISHED;
animtimes[slot] = Square(gi.Anim_NumFrames(edict->tiki, edict->s.frameInfo[slot].index) - 1);
SetOnceType(slot);
}
SetSyncTime(0);
if (length > animtimes[slot]) {
ScriptError("cannot lengthen animation which has length %f", animtimes[slot]);
}
animtimes[slot] = length;
animFlags[slot] = (animFlags[slot] | ANIM_NODELTA) & ~ANIM_FINISHED;
}
void SimpleActor::EventSetCrossblendTime(Event *ev)
{
m_fCrossblendTime = ev->GetFloat(1);
}
void SimpleActor::EventGetCrossblendTime(Event *ev)
{
ev->AddFloat(m_fCrossblendTime);
}
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void SimpleActor::StartCrossBlendAnimSlot(int slot)
{
if (m_weightType[slot] == 1) {
m_weightType[slot] = 4;
} else {
if (m_weightType[slot] < 1) {
return;
}
if (m_weightType[slot] == 6) {
m_weightType[slot] = 5;
} else {
m_weightType[slot] = 3;
}
}
m_weightCrossBlend[slot] = 1.0;
m_weightBase[slot] = edict->s.frameInfo[slot].weight;
}
void SimpleActor::StartMotionAnimSlot(int slot, int anim, float weight)
{
int iSlot = GetMotionSlot(slot);
m_weightCrossBlend[iSlot] = 0.0;
m_weightType[iSlot] = 1;
m_weightBase[iSlot] = weight;
NewAnim(anim, iSlot, 1.0);
animFlags[iSlot] |= ANIM_NOACTION;
SetTime(iSlot, 0.0);
UpdateNormalAnimSlot(iSlot);
}
void SimpleActor::StartAimMotionAnimSlot(int slot, int anim)
{
int iSlot = GetMotionSlot(slot);
m_weightCrossBlend[iSlot] = 0.0;
m_weightType[iSlot] = 1;
NewAnim(anim, iSlot, 1.0);
animFlags[iSlot] |= ANIM_NOACTION;
SetTime(iSlot, 0.0);
UpdateNormalAnimSlot(iSlot);
}
void SimpleActor::StartActionAnimSlot(int anim)
{
int iSlot = GetActionSlot(0);
m_weightCrossBlend[iSlot] = 0.0;
m_weightType[iSlot] = 2;
m_weightBase[iSlot] = 1.0;
NewAnim(anim, iSlot, 1.0);
SetTime(iSlot, 0.0);
UpdateNormalAnimSlot(iSlot);
}
void SimpleActor::StartSayAnimSlot(int anim)
{
int iSlot = GetSaySlot();
m_weightCrossBlend[iSlot] = 0.0;
m_weightType[iSlot] = 6;
m_weightBase[iSlot] = 1.0;
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NewAnim(anim, iSlot, 1.0);
animFlags[iSlot] |= ANIM_NOACTION;
SetTime(iSlot, 0.0);
UpdateSayAnimSlot(iSlot);
}
void SimpleActor::StartAimAnimSlot(int slot, int anim)
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{
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int iSlot = GetActionSlot(slot);
m_weightCrossBlend[iSlot] = 0.0;
m_weightType[iSlot] = 7;
NewAnim(anim, iSlot, 1.0);
SetTime(iSlot, 0.0);
UpdateNormalAnimSlot(iSlot);
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}
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void SimpleActor::SetBlendedWeight(int slot)
{
m_bUpdateAnimDoneFlags |= 1 << slot;
if (m_weightCrossBlend[slot] < 1.0) {
edict->s.frameInfo[slot].weight = (3.0 - m_weightCrossBlend[slot] - m_weightCrossBlend[slot])
* Square(m_weightCrossBlend[slot]) * m_weightBase[slot];
} else {
m_weightCrossBlend[slot] = 1.0;
edict->s.frameInfo[slot].weight = m_weightBase[slot];
}
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}
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void SimpleActor::UpdateNormalAnimSlot(int slot)
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{
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m_weightCrossBlend[slot] += m_fCrossblendTime == 0.0 ? 1.0 : level.frametime / m_fCrossblendTime;
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SetBlendedWeight(slot);
}
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void SimpleActor::UpdateCrossBlendAnimSlot(int slot)
{
m_weightCrossBlend[slot] -= m_fCrossblendTime == 0.0 ? 1.0 : level.frametime / m_fCrossblendTime;
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if (m_weightCrossBlend[slot] > 0.0) {
SetBlendedWeight(slot);
} else {
m_weightType[slot] = 8;
edict->s.frameInfo[slot].weight = 0.0;
}
}
void SimpleActor::UpdateCrossBlendDialogAnimSlot(int slot)
{
m_weightCrossBlend[slot] -= m_iSaySlot < 0 ? level.frametime + level.frametime : level.frametime / 0.1;
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if (m_weightCrossBlend[slot] > 0.0) {
SetBlendedWeight(slot);
} else {
m_weightType[slot] = 8;
edict->s.frameInfo[slot].weight = 0.0;
}
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}
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void SimpleActor::UpdateSayAnimSlot(int slot)
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{
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m_weightCrossBlend[slot] += m_iSaySlot < 0 ? level.frametime + level.frametime : level.frametime / 0.1;
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SetBlendedWeight(slot);
}
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void SimpleActor::UpdateLastFrameSlot(int slot)
{
StopAnimating(slot);
}
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void SimpleActor::UpdateAnimSlot(int slot)
{
int weightType = m_weightType[slot];
switch (weightType) {
case 0:
break;
case 1:
case 2:
case 7:
UpdateNormalAnimSlot(slot);
break;
case 3:
case 4:
UpdateCrossBlendAnimSlot(slot);
break;
case 5:
UpdateCrossBlendDialogAnimSlot(slot);
break;
case 6:
UpdateSayAnimSlot(slot);
break;
case 8:
UpdateLastFrameSlot(slot);
break;
default:
assert(weightType && !"impleActor::UpdateAnimSlot: Bad weight type.");
break;
}
}
void SimpleActor::StopAllAnimating(void)
{
SetSyncTime(0);
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for (int slot = 0; slot < MAX_FRAMEINFOS; slot++) {
StopAnimating(slot);
}
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}
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void SimpleActor::UpdateAim(void)
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{
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float dir;
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int aimForwardSlot;
int aimUpSlot;
int aimDownSlot;
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if (m_bAimAnimSet) {
dir = AngleNormalize180(-m_DesiredGunDir[0]);
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aimForwardSlot = GetActionSlot(0);
aimUpSlot = aimForwardSlot + 1;
aimDownSlot = aimForwardSlot + 2;
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float factor;
if (dir < 0) {
if (dir < m_fAimLimit_down) {
dir = m_fAimLimit_down;
}
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factor = dir / m_fAimLimit_down;
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m_weightBase[aimForwardSlot] = 0;
m_weightBase[aimUpSlot] = 1 - factor;
m_weightBase[aimDownSlot] = factor;
} else {
if (dir > m_fAimLimit_up) {
dir = m_fAimLimit_up;
}
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factor = dir / m_fAimLimit_up;
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m_weightBase[aimForwardSlot] = factor;
m_weightBase[aimUpSlot] = 1 - factor;
m_weightBase[aimDownSlot] = 0;
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}
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SetControllerAngles(TORSO_TAG, vec_origin);
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}
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}
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void SimpleActor::UpdateAimMotion(void)
{
int slot = GetMotionSlot(0);
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if (m_fCrouchWeight < 0.0) {
m_weightBase[slot] = 0.0;
m_weightBase[slot + 1] = m_fCrouchWeight + 1.0;
m_weightBase[slot + 2] = -m_fCrouchWeight;
} else {
m_weightBase[slot] = m_fCrouchWeight;
m_weightBase[slot + 1] = 1.0 - m_fCrouchWeight;
m_weightBase[slot + 2] = 0.0;
}
}
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void SimpleActor::EventGetPosition(Event *ev)
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{
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ev->AddConstString(m_csCurrentPosition);
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}
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void SimpleActor::EventSetPosition(Event *ev)
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{
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m_csCurrentPosition = ev->GetConstString(1);
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}
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void SimpleActor::EventSetEmotion(Event *ev)
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{
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switch (ev->GetConstString(1)) {
case STRING_EMOTION_NONE:
Anim_Emotion(EMOTION_NONE);
break;
case STRING_EMOTION_NEUTRAL:
Anim_Emotion(EMOTION_NEUTRAL);
break;
case STRING_EMOTION_WORRY:
Anim_Emotion(EMOTION_WORRY);
break;
case STRING_EMOTION_PANIC:
Anim_Emotion(EMOTION_PANIC);
break;
case STRING_EMOTION_FEAR:
Anim_Emotion(EMOTION_FEAR);
break;
case STRING_EMOTION_DISGUST:
Anim_Emotion(EMOTION_DISGUST);
break;
case STRING_EMOTION_ANGER:
Anim_Emotion(EMOTION_ANGER);
break;
case STRING_EMOTION_AIMING:
Anim_Emotion(EMOTION_AIMING);
break;
case STRING_EMOTION_DETERMINED:
Anim_Emotion(EMOTION_DETERMINED);
break;
case STRING_EMOTION_DEAD:
Anim_Emotion(EMOTION_DEAD);
break;
case STRING_EMOTION_CURIOUS:
Anim_Emotion(EMOTION_CURIOUS);
break;
default:
assert(!"Unknown emotion mode specified in script.");
break;
}
}
int SimpleActor::GetEmotionAnim(void)
{
const char *emotionanim = NULL;
int anim;
if (m_eEmotionMode) {
switch (m_eEmotionMode) {
case EMOTION_NEUTRAL:
case EMOTION_AIMING:
emotionanim = "facial_idle_neutral";
break;
case EMOTION_WORRY:
emotionanim = "facial_idle_worry";
break;
case EMOTION_PANIC:
emotionanim = "facial_idle_panic";
break;
case EMOTION_FEAR:
emotionanim = "facial_idle_fear";
break;
case EMOTION_DISGUST:
emotionanim = "facial_idle_disgust";
break;
case EMOTION_ANGER:
emotionanim = "facial_idle_anger";
break;
case EMOTION_DETERMINED:
case EMOTION_CURIOUS:
emotionanim = "facial_idle_determined";
break;
case EMOTION_DEAD:
emotionanim = "facial_idle_dead";
break;
default:
char assertStr[16317] = {0};
strcpy(assertStr, "\"Unknown value for m_EmotionMode in SimpleActor::GetEmotionAnim\"\n\tMessage: ");
Q_strcat(assertStr, sizeof(assertStr), DumpCallTrace(""));
assert(!assertStr);
return -1;
break;
}
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} else {
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if (m_csMood == STRING_NERVOUS) {
emotionanim = "facial_idle_determined";
} else if (m_csMood <= STRING_NERVOUS) {
if (m_csMood != STRING_BORED) {
assert(!"Unknown value for m_csMood");
return -1;
} else {
emotionanim = "facial_idle_neutral";
}
} else if (m_csMood == STRING_CURIOUS) {
emotionanim = "facial_idle_determined";
} else if (m_csMood != STRING_ALERT) {
assert(!"Unknown value for m_csMood");
return -1;
} else {
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}
}
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if (emotionanim == NULL) {
emotionanim = "facial_idle_anger";
//assert(!"Unexpected behaviour in SimpleActor::GetEmotionAnim");
}
anim = gi.Anim_NumForName(edict->tiki, emotionanim);
if (anim == -1) {
Com_Printf(
"^~^~^ SimpleActor::GetEmotionAnim: unknown animation '%s' in '%s'\n", emotionanim, edict->tiki->a->name
);
}
return anim;
}
void SimpleActor::EventSetAnimFinal(Event *ev)
{
ScriptError("animfinal is obsolete");
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}
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void SimpleActor::EventGetWeaponType(Event *ev)
{
Weapon *weapon;
const_str csWeaponType;
if (!m_pTurret) {
weapon = GetActiveWeapon(WEAPON_MAIN);
}
if (!weapon) {
csWeaponType = STRING_RIFLE;
} else {
int iWeaponClass = weapon->GetWeaponClass();
switch (iWeaponClass) {
case WEAPON_CLASS_PISTOL:
csWeaponType = STRING_PISTOL;
break;
case WEAPON_CLASS_RIFLE:
csWeaponType = STRING_RIFLE;
break;
case WEAPON_CLASS_SMG:
csWeaponType = STRING_SMG;
break;
case WEAPON_CLASS_MG:
csWeaponType = STRING_MG;
break;
case WEAPON_CLASS_GRENADE:
csWeaponType = STRING_GRENADE;
break;
case WEAPON_CLASS_HEAVY:
csWeaponType = STRING_HEAVY;
break;
case WEAPON_CLASS_CANNON:
csWeaponType = STRING_CANNON;
break;
case WEAPON_CLASS_ITEM:
csWeaponType = STRING_ITEM;
break;
case WEAPON_CLASS_ITEM2:
csWeaponType = STRING_ITEM2;
break;
case WEAPON_CLASS_ITEM3:
csWeaponType = STRING_ITEM3;
break;
case WEAPON_CLASS_ITEM4:
csWeaponType = STRING_ITEM4;
break;
default:
csWeaponType = STRING_EMPTY;
break;
}
}
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ev->AddConstString(csWeaponType);
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}
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void SimpleActor::EventGetWeaponGroup(Event *ev)
{
const_str csWeaponGroup;
Weapon *weapon = GetActiveWeapon(WEAPON_MAIN);
if (!weapon) {
csWeaponGroup = STRING_UNARMED;
} else {
csWeaponGroup = weapon->GetWeaponGroup();
if (csWeaponGroup == STRING_EMPTY) {
csWeaponGroup = STRING_UNARMED;
}
}
ev->AddConstString(csWeaponGroup);
}
void SimpleActor::EventAIOn(Event *ev)
{
m_bDoAI = true;
}
void SimpleActor::EventAIOff(Event *ev)
{
m_bDoAI = false;
}
void SimpleActor::AnimFinished(int slot)
{
assert(!DumpCallTrace(""));
}
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void SimpleActor::EventGetPainHandler(Event *ev)
{
ScriptVariable var;
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m_PainHandler.GetScriptValue(&var);
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ev->AddValue(var);
}
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void SimpleActor::EventSetPainHandler(Event *ev)
{
if (ev->IsFromScript()) {
ScriptVariable var = ev->GetValue(1);
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m_PainHandler.SetScript(var);
} else {
str varString = ev->GetString(1);
m_PainHandler.SetScript(varString);
}
}
void SimpleActor::EventGetDeathHandler(Event *ev)
{
ScriptVariable var;
m_DeathHandler.GetScriptValue(&var);
ev->AddValue(var);
}
void SimpleActor::EventSetDeathHandler(Event *ev)
{
if (ev->IsFromScript()) {
ScriptVariable var = ev->GetValue(1);
m_DeathHandler.SetScript(var);
} else {
str varString = ev->GetString(1);
m_DeathHandler.SetScript(varString);
}
}
void SimpleActor::EventGetAttackHandler(Event *ev)
{
ScriptVariable var;
m_AttackHandler.GetScriptValue(&var);
ev->AddValue(var);
}
void SimpleActor::EventSetAttackHandler(Event *ev)
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{
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if (ev->IsFromScript()) {
ScriptVariable var = ev->GetValue(1);
m_AttackHandler.SetScript(var);
} else {
str varString = ev->GetString(1);
m_AttackHandler.SetScript(varString);
}
}
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bool SimpleActor::UpdateSelectedAnimation(void)
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{
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if (m_csNextAnimString == STRING_NULL) {
if (m_bNextForceStart) {
m_Anim = m_NextAnimLabel;
m_eAnimMode = m_eNextAnimMode;
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if (m_eNextAnimMode != ANIM_MODE_PATH_GOAL) {
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SetPathGoalEndAnim(STRING_EMPTY);
}
m_bStartPathGoalEndAnim = false;
m_eNextAnimMode = -1;
return true;
}
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if (m_pAnimThread) {
if (m_eAnimMode == m_eNextAnimMode) {
if (m_Anim == m_NextAnimLabel) {
m_bStartPathGoalEndAnim = false;
m_eNextAnimMode = -1;
return false;
}
}
}
m_Anim = m_NextAnimLabel;
m_eAnimMode = m_eNextAnimMode;
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if (m_eNextAnimMode != ANIM_MODE_PATH_GOAL) {
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SetPathGoalEndAnim(STRING_EMPTY);
}
m_bStartPathGoalEndAnim = false;
m_eNextAnimMode = -1;
return true;
}
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if (m_bNextForceStart) {
Com_Printf("UpdateSelectedAnimation\n");
m_Anim.TrySetScript(m_csNextAnimString);
m_eAnimMode = m_eNextAnimMode;
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if (m_eNextAnimMode != ANIM_MODE_PATH_GOAL) {
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SetPathGoalEndAnim(STRING_EMPTY);
}
m_bStartPathGoalEndAnim = false;
m_eNextAnimMode = -1;
return true;
}
if (!m_pAnimThread || m_eAnimMode != m_eNextAnimMode) {
m_Anim.TrySetScript(m_csNextAnimString);
m_eAnimMode = m_eNextAnimMode;
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if (m_eNextAnimMode != ANIM_MODE_PATH_GOAL) {
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SetPathGoalEndAnim(STRING_EMPTY);
}
m_bStartPathGoalEndAnim = false;
m_eNextAnimMode = -1;
return true;
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}
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if (m_fPathGoalTime <= level.time) {
if (!m_Anim.IsFile(m_csNextAnimString)) {
m_Anim.TrySetScript(m_csNextAnimString);
m_eAnimMode = m_eNextAnimMode;
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if (m_eNextAnimMode != ANIM_MODE_PATH_GOAL) {
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SetPathGoalEndAnim(STRING_EMPTY);
}
m_bStartPathGoalEndAnim = false;
m_eNextAnimMode = -1;
return true;
}
}
m_eNextAnimMode = -1;
if (m_bStartPathGoalEndAnim) {
m_bStartPathGoalEndAnim = false;
if (!m_Anim.IsFile(m_csPathGoalEndAnimScript)) {
m_Anim.TrySetScript(m_csPathGoalEndAnimScript);
return true;
}
}
return false;
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}
void SimpleActor::EventNoAnimLerp(Event *ev)
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{
edict->s.eFlags |= EF_NO_LERP;
NoLerpThisFrame();
}
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const char *SimpleActor::DumpCallTrace(const char *pszFmt, ...) const
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{
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OVERLOADED_ERROR();
return "overloaded version should always get called";
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}
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void SimpleActor::EventGetSniperHandler(Event *ev)
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{
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ScriptVariable var;
m_SniperHandler.GetScriptValue(&var);
ev->AddValue(var);
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}
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void SimpleActor::EventSetSniperHandler(Event *ev)
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{
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if (ev->IsFromScript()) {
ScriptVariable var = ev->GetValue(1);
m_SniperHandler.SetScript(var);
} else {
str varString = ev->GetString(1);
m_SniperHandler.SetScript(varString);
}
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}
void SimpleActor::EventGetAnimMode(Event *ev) {}
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void SimpleActor::EventSetAnimMode(Event *ev) {}