/* =========================================================================== Copyright (C) 2015 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 =========================================================================== */ // simpleactor.cpp: Base class for character AI #include "actor.h" #include "bg_local.h" CLASS_DECLARATION( Sentient, SimpleActor, NULL ) { { NULL, NULL } }; #define OVERLOADED_ERROR() assert( !"overloaded version should always get called" ) SimpleActor::SimpleActor() { if( LoadingSavegame ) return; m_AnimMotionHigh = true; m_DesiredGunDir = vec_zero; m_eEmotionMode = EMOTION_NEUTRAL; m_eNextAnimMode = -1; m_fPathGoalTime = 0.0f; m_csPathGoalEndAnimScript = STRING_EMPTY; m_AnimActionHigh = true; m_AnimDialogHigh = true; m_fAimLimit_up = 60.0f; m_fAimLimit_down = -60.0f; m_csNextAnimString = STRING_NULL; m_bNextForceStart = false; m_fCrossblendTime = 0.5f; m_csCurrentPosition = STRING_STAND; m_bStartPathGoalEndAnim = false; for( int i = 0; i < MAX_FRAMEINFOS; i++ ) { m_weightType[ i ] = 0.0f; } m_bMotionAnimSet = false; m_ChangeActionAnimIndex = -1; m_ChangeActionAnimIndex = -1; m_ChangeSayAnimIndex = -1; m_iMotionSlot = -1; m_iActionSlot = -1; m_bActionAnimSet = false; m_bSayAnimSet = false; m_iVoiceTime = 0; m_bAimAnimSet = false; m_iSaySlot = -1; m_bLevelMotionAnim = false; m_bLevelActionAnim = false; m_bLevelSayAnim = 0; m_bNextLevelSayAnim = 0; m_DesiredYaw = 0.0f; m_YawAchieved = true; m_bPathErrorTime = -10000000.0f; 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 ); m_bHasDesiredLookDest = false; m_bUpdateAnimDoneFlags = false; m_NearestNode = NULL; m_fCrouchWeight = 0.0f; m_csMood = STRING_BORED; m_csIdleMood = STRING_BORED; m_groundPlane = qfalse; m_walking = qfalse; m_groundPlaneNormal = vec_zero; m_maxspeed = 1000000.0f; } void SimpleActor::Archive ( Archiver& arc ) { Sentient::Archive( arc ); arc.ArchiveInteger( &m_eAnimMode ); m_Anim.Archive( arc ); arc.ArchiveBool( &m_bHasDesiredLookDest ); arc.ArchiveBool( &m_bHasDesiredLookAngles ); arc.ArchiveVector( &m_vDesiredLookDest ); arc.ArchiveVec3( m_DesiredLookAngles ); arc.ArchiveVec3( m_DesiredGunDir ); m_Path.Archive( arc ); arc.ArchiveVec3( m_Dest ); arc.ArchiveVec3( m_NoClipDest ); arc.ArchiveFloat( &path_failed_time ); arc.ArchiveFloat( &m_fPathGoalTime ); arc.ArchiveBool( &m_bStartPathGoalEndAnim ); Director.ArchiveString( arc, m_csPathGoalEndAnimScript ); arc.ArchiveInteger( &m_eNextAnimMode ); Director.ArchiveString( arc, m_csNextAnimString ); m_NextAnimLabel.Archive( arc ); arc.ArchiveBool( &m_bNextForceStart ); arc.ArchiveBoolean( &m_walking ); arc.ArchiveBoolean( &m_groundPlane ); arc.ArchiveVec3( m_groundPlaneNormal ); arc.ArchiveVector( &watch_offset ); arc.ArchiveBool( &m_bThink ); arc.ArchiveInteger( &m_PainTime ); arc.ArchiveBool( &m_bAimAnimSet ); arc.ArchiveBool( &m_bActionAnimSet ); Director.ArchiveString( arc, m_csMood ); Director.ArchiveString( arc, m_csIdleMood ); ArchiveEnum(m_eEmotionMode, eEmotionMode); arc.ArchiveFloat( &m_fAimLimit_up ); arc.ArchiveFloat( &m_fAimLimit_down ); for( int i = MAX_FRAMEINFOS - 1; i >= 0; i-- ) { arc.ArchiveUnsigned( &m_weightType[ i ] ); } for( int i = MAX_FRAMEINFOS - 1; i >= 0; i-- ) { arc.ArchiveFloat( &m_weightBase[ i ] ); } for( int i = MAX_FRAMEINFOS - 1; i >= 0; i-- ) { arc.ArchiveFloat( &m_weightCrossBlend[ i ] ); } arc.ArchiveBool( &m_AnimMotionHigh ); arc.ArchiveBool( &m_AnimActionHigh ); arc.ArchiveBool( &m_AnimDialogHigh ); arc.ArchiveVec2( obstacle_vel ); Director.ArchiveString( arc, m_csCurrentPosition ); arc.ArchiveBool( &m_bMotionAnimSet ); arc.ArchiveBool( &m_bDoAI ); arc.ArchiveFloat( &m_fCrossblendTime ); arc.ArchiveSafePointer( &m_pAnimThread ); arc.ArchiveBool( &m_YawAchieved ); arc.ArchiveFloat( &m_DesiredYaw ); arc.ArchiveInteger( &m_iVoiceTime ); arc.ArchiveBool( &m_bSayAnimSet ); arc.ArchiveInteger( &hit_obstacle_time ); Director.ArchiveString( arc, m_csAnimName ); arc.ArchiveInteger( &m_bPathErrorTime ); arc.ArchiveInteger( &m_iMotionSlot ); arc.ArchiveInteger( &m_iActionSlot ); arc.ArchiveInteger( &m_iSaySlot ); arc.ArchiveBool( &m_bLevelMotionAnim ); arc.ArchiveBool( &m_bLevelActionAnim ); arc.ArchiveByte( &m_bLevelSayAnim ); arc.ArchiveByte( &m_bNextLevelSayAnim ); Director.ArchiveString( arc, m_csSayAnim ); Director.ArchiveString( arc, m_csUpperAnim ); m_PainHandler.Archive( arc ); m_DeathHandler.Archive( arc ); m_AttackHandler.Archive( arc ); m_SniperHandler.Archive( arc ); arc.ArchiveObjectPointer( ( Class ** )&m_NearestNode ); arc.ArchiveVector( &m_vNearestNodePos ); arc.ArchiveFloat( &m_fCrouchWeight ); arc.ArchiveFloat( &m_maxspeed ); } void SimpleActor::SetMoveInfo ( mmove_t * ) { OVERLOADED_ERROR(); } void SimpleActor::GetMoveInfo ( mmove_t * ) { OVERLOADED_ERROR(); } 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::AnimFinished ( int slot ) { assert( !DumpCallTrace("") ); } bool SimpleActor::CanTarget ( void ) { OVERLOADED_ERROR(); return false; } bool SimpleActor::IsImmortal ( void ) { OVERLOADED_ERROR(); return false; } bool SimpleActor::DoesTheoreticPathExist ( Vector vDestPos, float fMaxPath ) { return m_Path.DoesTheoreticPathExist( origin, vDestPos, this, fMaxPath, NULL, 0 ); } void SimpleActor::SetPath ( Vector vDestPos, const char *description, int iMaxDirtyTime, float *vLeashHome, float fLeashDistSquared ) { if (!PathExists() || ( ( level.inttime >= m_Path.Time() + iMaxDirtyTime || m_Path.Complete(origin) ) && m_Path.LastNode()->point != vDestPos) ) { m_Path.FindPath(origin, vDestPos, this, 0.0, vLeashHome, fLeashDistSquared); if (!m_Path.LastNode()) { 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, 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 ) { if (!PathExists() || ((level.inttime >= m_Path.Time() + iMaxDirtyTime || m_Path.Complete(origin)) && m_Path.LastNode()->point != vDestPos) ) { m_Path.FindPath(origin, vDestPos, this, fMaxPath, NULL, 0); if (!m_Path.LastNode()) { 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 '%s' from (%f %f %f) to (%f %f %f)\n", description, 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::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 { 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); fDelta = (player->origin - origin).lengthXYSquared(); if (fDelta > Square(ai_pathcheckdist->value)) { return true; } fDistSoFar = 0; for (auto pNode = CurrentPathNode(); pNode >= LastPathNode(); pNode--) { if (fDistSoFar <= 0) { break; } //fDistCap = (ai_pathchecktime->value * 250.0) + 0.001 - fDistSoFar; //if (pNode->point[2] > fDistCap) { } } // FIXME: stub STUB(); return false; } void SimpleActor::ShortenPathToAvoidSquadMates ( void ) { if (PathExists() && !PathComplete()) { Vector vBuddyPos; Vector vDelta; do { Actor *pSquadMate = (Actor *)m_pNextSquadMate.Pointer(); if (pSquadMate == this) { break; } while (true) { vBuddyPos = pSquadMate->origin; if (pSquadMate->IsSubclassOfActor() && pSquadMate->PathExists()) { vBuddyPos = pSquadMate->LastPathNode()->point; } vDelta.x = LastPathNode()->point[0] - vBuddyPos.x; if (vDelta.x >= -15.0 && vDelta.x <= 15.0) { vDelta.y = LastPathNode()->point[1] - vBuddyPos.y; vDelta.z = LastPathNode()->point[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()); } } PathInfo *SimpleActor::CurrentPathNode ( void ) const { return m_Path.CurrentNode(); } PathInfo *SimpleActor::LastPathNode ( void ) const { return m_Path.LastNode(); } float SimpleActor::PathDist ( void ) const { return m_Path.TotalDist(); } bool SimpleActor::PathHasCompleteLookahead ( void ) const { return m_Path.HasCompleteLookahead(); } Vector SimpleActor::PathGoal ( void ) const { return m_Path.CurrentPathGoal(); } float *SimpleActor::PathDelta ( void ) const { return m_Path.CurrentDelta(); } bool SimpleActor::PathGoalSlowdownStarted ( void ) const { return m_fPathGoalTime >= level.time; } void SimpleActor::SetDest ( vec3_t dest ) { VectorCopy(m_Dest, dest); } void SimpleActor::StopTurning ( void ) { //fixme: this is an inline function. m_YawAchieved = true; } void SimpleActor::SetDesiredYaw ( float yaw ) { m_YawAchieved = false; m_DesiredYaw = yaw; } void SimpleActor::SetDesiredYawDir ( vec3_t vec ) { m_YawAchieved = false; m_DesiredYaw = vectoyaw(vec); } void SimpleActor::SetDesiredYawDest ( vec3_t vec ) { m_bHasDesiredLookDest = true; VectorCopy(vec, m_vDesiredLookDest); } 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); } } int SimpleActor::GetEmotionAnim ( void ) { 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; } } else { 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 { } } 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; } int SimpleActor::GetMotionSlot ( int slot ) { if( m_AnimMotionHigh ) return slot + 3; else return slot; } int SimpleActor::GetActionSlot ( int slot ) { if( m_AnimActionHigh ) return slot + 9; else return slot + 6; } int SimpleActor::GetSaySlot ( void ) { return m_AnimDialogHigh ? 13 : 12; } 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; NewAnim(anim, iSlot, 1.0); animFlags[iSlot] |= ANIM_NOACTION; SetTime(iSlot, 0.0); UpdateSayAnimSlot(iSlot); } void SimpleActor::StartAimAnimSlot ( int slot, int anim ) { int iSlot = GetActionSlot(slot); m_weightCrossBlend[iSlot] = 0.0; m_weightType[iSlot] = 7; NewAnim(anim, iSlot, 1.0); SetTime(iSlot, 0.0); UpdateNormalAnimSlot(iSlot); } 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]; } } 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::UpdateNormalAnimSlot ( int slot ) { m_weightCrossBlend[slot] += m_fCrossblendTime == 0.0 ? 1.0 : level.frametime / m_fCrossblendTime; SetBlendedWeight(slot); } void SimpleActor::UpdateCrossBlendAnimSlot ( int slot ) { m_weightCrossBlend[slot] -= m_fCrossblendTime == 0.0 ? 1.0 : level.frametime / m_fCrossblendTime; 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; if (m_weightCrossBlend[slot] > 0.0) { SetBlendedWeight(slot); } else { m_weightType[slot] = 8; edict->s.frameInfo[slot].weight = 0.0; } } void SimpleActor::UpdateSayAnimSlot ( int slot ) { m_weightCrossBlend[slot] += m_iSaySlot < 0 ? level.frametime + level.frametime : level.frametime / 0.1; SetBlendedWeight(slot); } void SimpleActor::UpdateLastFrameSlot ( int slot ) { 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_PAUSED | ANIM_NOEXIT | ANIM_NODELTA | ANIM_LOOP; edict->s.frameInfo[slot].weight = 0.0; animFlags[slot] = (animFlags[slot] | ANIM_NODELTA) & ~ANIM_FINISHED; } 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); for (int slot = 0; slot < MAX_FRAMEINFOS; slot++) { UpdateLastFrameSlot(slot); } } void SimpleActor::ChangeMotionAnim ( void ) { //int lastMotionSlot; //int firstMotionSlot; int iSlot; int i; 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; } for (iSlot = GetMotionSlot(0), i = 0; i < 3; i++, iSlot++) { StopAnimating(iSlot); } } 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 ^= 1; // toggle } iSlot = GetActionSlot(0); for (i = iSlot; i < iSlot + 3; i++) { StopAnimating(iSlot); } } 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 ^= 1; // toggle } iSlot = GetSaySlot(); StopAnimating(iSlot); } void SimpleActor::UpdateAim ( void ) { float dir; int aimForwardSlot; int aimUpSlot; int aimDownSlot; if (m_bAimAnimSet) { dir = -m_DesiredGunDir[0]; aimForwardSlot = GetActionSlot(0); aimUpSlot = aimForwardSlot + 1; aimDownSlot = aimForwardSlot + 2; if (dir <= 180) { if (dir < -180) { dir += 360; } } else { dir -= 360; } float factor; if (dir < 0) { if (dir < m_fAimLimit_down) dir = m_fAimLimit_down; factor = dir / m_fAimLimit_down; m_weightBase[aimForwardSlot] = 0; m_weightBase[aimUpSlot] = 1 - factor; m_weightBase[aimDownSlot] = factor; } else { if (dir > m_fAimLimit_up) dir = m_fAimLimit_up; factor = dir / m_fAimLimit_up; m_weightBase[aimForwardSlot] = factor; m_weightBase[aimUpSlot] = 1 - factor; m_weightBase[aimDownSlot] = 0; } SetControllerAngles(TORSO_TAG, vec_origin); } } void SimpleActor::UpdateAimMotion ( void ) { int slot = GetMotionSlot(0); 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; } } void SimpleActor::EventAIOn ( Event *ev ) { m_bDoAI = true; } void SimpleActor::EventAIOff ( Event *ev ) { m_bDoAI = false; } void SimpleActor::EventGetWeaponGroup ( Event *ev ) { Weapon *weapon = GetActiveWeapon(WEAPON_MAIN); const_str csWeaponGroup = weapon->GetWeaponGroup(); if (csWeaponGroup == STRING_NONE) { csWeaponGroup = STRING_UNARMED; } ev->AddConstString(csWeaponGroup); } 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; } } ev->AddConstString(csWeaponType); } void SimpleActor::EventGetPainHandler ( Event *ev ) { ScriptVariable var; m_PainHandler.GetScriptValue(&var); ev->AddValue(var); } void SimpleActor::EventSetPainHandler ( Event *ev ) { if (ev->IsFromScript()) { ScriptVariable var = ev->GetValue(1); 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 ) { if (ev->IsFromScript()) { ScriptVariable var = ev->GetValue(1); m_AttackHandler.SetScript(var); } else { str varString = ev->GetString(1); m_AttackHandler.SetScript(varString); } } void SimpleActor::EventGetSniperHandler ( Event *ev ) { ScriptVariable var; m_SniperHandler.GetScriptValue(&var); ev->AddValue(var); } void SimpleActor::EventSetSniperHandler ( Event *ev ) { if (ev->IsFromScript()) { ScriptVariable var = ev->GetValue(1); m_SniperHandler.SetScript(var); } else { str varString = ev->GetString(1); m_SniperHandler.SetScript(varString); } } void SimpleActor::EventSetCrossblendTime ( Event *ev ) { m_fCrossblendTime = ev->GetFloat(1); } void SimpleActor::EventGetCrossblendTime ( Event *ev ) { ev->AddFloat(m_fCrossblendTime); } void SimpleActor::EventSetEmotion ( Event *ev ) { 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; } } void SimpleActor::EventGetPosition ( Event *ev ) { ev->AddConstString(m_csCurrentPosition); } void SimpleActor::EventSetPosition ( Event *ev ) { m_csCurrentPosition = ev->GetConstString(1); } void SimpleActor::EventGetAnimMode ( Event *ev ) { // not found in ida STUB(); } void SimpleActor::EventSetAnimMode ( Event *ev ) { // not found in ida STUB(); } void SimpleActor::EventSetAnimFinal ( Event *ev ) { ScriptError("animfinal is obsolete"); } void SimpleActor::DesiredAnimation ( int eAnimMode, const_str csAnimString ) { //fixme: this is an inline function. m_eNextAnimMode = eAnimMode; m_csNextAnimString = csAnimString; m_bNextForceStart = false; } void SimpleActor::StartAnimation ( int eAnimMode, const_str csAnimString ) { //fixme: this is an inline function. m_eNextAnimMode = eAnimMode; m_csNextAnimString = csAnimString; m_bNextForceStart = true; } void SimpleActor::DesiredAnimation ( int eAnimMode, ScriptThreadLabel AnimLabel ) { //fixme: this is an inline function. m_eNextAnimMode = eAnimMode; m_csNextAnimString = STRING_NULL; m_NextAnimLabel = AnimLabel; m_bNextForceStart = false; } void SimpleActor::StartAnimation ( int eAnimMode, ScriptThreadLabel AnimLabel ) { //fixme: this is an inline function. m_eNextAnimMode = eAnimMode; m_csNextAnimString = STRING_NULL; m_NextAnimLabel = AnimLabel; m_bNextForceStart = true; } void SimpleActor::ContinueAnimationAllowNoPath ( void ) { if (m_eNextAnimMode < 0) { m_bNextForceStart = false; m_csNextAnimString = STRING_NULL; m_eNextAnimMode = m_eAnimMode; m_NextAnimLabel = m_Anim; } } void SimpleActor::ContinueAnimation ( void ) { int eAnimMode = m_eNextAnimMode; if (eAnimMode < 0) { m_bNextForceStart = false; m_csNextAnimString = STRING_NULL; m_eNextAnimMode = m_eAnimMode; m_NextAnimLabel = m_Anim; eAnimMode = m_eAnimMode; } if (eAnimMode <= 3 && !PathExists()) { assert(!DumpCallTrace("ContinueAnimation() called on a pathed animation, but no path exists")); Anim_Stand(); } } void SimpleActor::SetPathGoalEndAnim ( const_str csEndAnim ) { m_csPathGoalEndAnimScript = csEndAnim; } bool SimpleActor::UpdateSelectedAnimation ( void ) { if (m_csNextAnimString == STRING_NULL) { if (m_bNextForceStart) { m_Anim = m_NextAnimLabel; m_eAnimMode = m_eNextAnimMode; if (m_eNextAnimMode != 3) SetPathGoalEndAnim(STRING_EMPTY); m_bStartPathGoalEndAnim = false; m_eNextAnimMode = -1; return true; } 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; if (m_eNextAnimMode != 3) SetPathGoalEndAnim(STRING_EMPTY); m_bStartPathGoalEndAnim = false; m_eNextAnimMode = -1; return true; } if (m_bNextForceStart) { Com_Printf("UpdateSelectedAnimation\n"); m_Anim.TrySetScript(m_csNextAnimString); m_eAnimMode = m_eNextAnimMode; if (m_eNextAnimMode != 3) 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; if (m_eNextAnimMode != 3) SetPathGoalEndAnim(STRING_EMPTY); m_bStartPathGoalEndAnim = false; m_eNextAnimMode = -1; return true; } if (m_fPathGoalTime <= level.time) { if (!m_Anim.IsFile(m_csNextAnimString)) { m_Anim.TrySetScript(m_csNextAnimString); m_eAnimMode = m_eNextAnimMode; if (m_eNextAnimMode != 3) 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; } const char *SimpleActor::DumpCallTrace ( const char *pszFmt, ... ) const { OVERLOADED_ERROR(); return "overloaded version should always get called"; }