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hl2sdk/game/client/swarm/c_asw_drone_advanced.cpp
2010-07-22 01:46:14 -05:00

346 lines
12 KiB
C++

#include "cbase.h"
#include "c_asw_drone_advanced.h"
#include "engine/IVDebugOverlay.h"
#include "asw_shareddefs.h"
#include "tier0/vprof.h"
#include "con_nprint.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_CLIENTCLASS_DT(C_ASW_Drone_Advanced, DT_ASW_Drone_Advanced, CASW_Drone_Advanced)
RecvPropEHandle( RECVINFO( m_hAimTarget ) ),
END_RECV_TABLE()
BEGIN_PREDICTION_DATA( C_ASW_Drone_Advanced )
DEFINE_PRED_FIELD( m_flPoseParameter, FIELD_FLOAT, FTYPEDESC_OVERRIDE | FTYPEDESC_PRIVATE | FTYPEDESC_NOERRORCHECK ),
END_PREDICTION_DATA()
ConVar cl_asw_drone_travel_yaw("cl_asw_drone_travel_yaw", "0", FCVAR_CHEAT, "Show the clientside estimated travel yaw for swarm drones");
ConVar cl_asw_drone_travel_yaw_rate("cl_asw_drone_travel_yaw_rate", "4.0f", FCVAR_CHEAT, "How fast the drones alter their move_yaw param");
ConVar asw_debug_drone_pose( "asw_debug_drone_pose", "0", FCVAR_NONE, "Set to drone entity index to output drone pose params" );
ConVar asw_drone_jump_pitch_min( "asw_drone_jump_pitch_min", "-45", FCVAR_NONE, "Min pitch for drone's jumping pose parameter" );
ConVar asw_drone_jump_pitch_max( "asw_drone_jump_pitch_max", "45", FCVAR_NONE, "Min pitch for drone's jumping pose parameter" );
ConVar asw_drone_jump_pitch_speed( "asw_drone_jump_pitch_speed", "3.0", FCVAR_NONE, "Speed for drone's pitch jumping pose parameter transition" );
namespace
{
float AI_ClampYaw( float yawSpeedPerSec, float current, float target, float time )
{
if (current != target)
{
float speed = yawSpeedPerSec * time;
float move = target - current;
if (target > current)
{
if (move >= 180)
move = move - 360;
}
else
{
if (move <= -180)
move = move + 360;
}
if (move > 0)
{// turning to the npc's left
if (move > speed)
move = speed;
}
else
{// turning to the npc's right
if (move < -speed)
move = -speed;
}
return anglemod(current + move);
}
return target;
}
}
C_ASW_Drone_Advanced::C_ASW_Drone_Advanced()
{
m_flCurrentTravelYaw = -1;
m_flCurrentTravelSpeed = 0;
m_bWasJumping = 0.0f;
for (int i=0;i<MAXSTUDIOPOSEPARAM;i++)
{
m_flClientPoseParameter[i] = 0;
}
}
C_ASW_Drone_Advanced::~C_ASW_Drone_Advanced()
{
}
// get the full velocity we can run at for the current direction (i.e. relative to our facing)
float C_ASW_Drone_Advanced::GetRunSpeed()
{
return GetSequenceGroundSpeed(LookupSequence("run_idle"));
}
void C_ASW_Drone_Advanced::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED )
{
// We want to think every frame.
SetNextClientThink( CLIENT_THINK_ALWAYS );
return;
}
}
extern ConVar asw_alien_object_motion_blur_scale;
void C_ASW_Drone_Advanced::ClientThink()
{
BaseClass::ClientThink();
UpdatePoseParams();
// TODO: Fix this to not be doing all these lookups/strcmps (could make drone attack activities server/client shared and use GetSequenceActivity( GetSequence() )
/*
if ( GetSequence() == LookupSequence( "Lunge_Attack01" )
|| GetSequence() == LookupSequence( "Lunge_Attack02" )
|| GetSequence() == LookupSequence( "Lunge_Attack03" )
|| GetSequence() == LookupSequence( "Jump_Glide" )
)
{
m_MotionBlurObject.SetVelocityScale( asw_alien_object_motion_blur_scale.GetFloat() );
}
else
{
m_MotionBlurObject.SetVelocityScale( 0.0f );
}
*/
}
void C_ASW_Drone_Advanced::UpdatePoseParams()
{
VPROF_BUDGET( "C_ASW_Drone_Advanced::UpdatePoseParams", VPROF_BUDGETGROUP_ASW_CLIENT );
// update pose params based on velocity and our angles
// calculate the angle difference between our facing and our velocity
Vector v;
EstimateAbsVelocity(v);
float travel_yaw = anglemod(UTIL_VecToYaw(v));
float current_yaw = anglemod( GetLocalAngles().y );
float travel_pitch = UTIL_VecToPitch(v);
// Draw a green triangle on the ground for the travel yaw
if (cl_asw_drone_travel_yaw.GetBool())
{
float flBaseSize = 10;
float flHeight = 80;
Vector vBasePos = GetAbsOrigin() + Vector( 0, 0, 5 );
QAngle angles( 0, 0, 0 );
Vector vForward, vRight, vUp;
angles[YAW] = travel_yaw;
AngleVectors( angles, &vForward, &vRight, &vUp );
debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 0, 255, 0, 255, false, 0.01 );
}
// calculate our fraction of full anim velocity
float speed_fraction = 0;
float ground_speed = GetRunSpeed();
if (ground_speed > 0)
speed_fraction = clamp<float>(
(v.Length()) / ground_speed,
0.0f, 1.0f);
speed_fraction = 1.0f - speed_fraction;
// smooth out the travel yaw to prevent sudden changes in move_yaw pose parameter
if (m_flCurrentTravelYaw == -1)
m_flCurrentTravelYaw = travel_yaw;
else
{
float travel_diff = AngleDiff(m_flCurrentTravelYaw, travel_yaw);
if (travel_diff < 0)
travel_diff = -travel_diff;
travel_diff = clamp<float>(travel_diff, 32.0f, 256.0f); // alter the yaw by this amount - i.e. faster if the angle is bigger, but clamped
if (speed_fraction > 0.75f) // change the angle even quicker if we're moving very slowly
{
travel_diff *= (2.0f + ((speed_fraction - 0.75f) * 8.0f));
}
if (speed_fraction < 1.0f) // don't bother adjusting the yaw if we're standing still
m_flCurrentTravelYaw = AI_ClampYaw( travel_diff * cl_asw_drone_travel_yaw_rate.GetFloat(), m_flCurrentTravelYaw, travel_yaw, gpGlobals->frametime );
else
m_flCurrentTravelYaw = travel_yaw; // if we're standing still, immediately change
travel_yaw = m_flCurrentTravelYaw;
}
// set the move_yaw pose parameter
float diff = AngleDiff(travel_yaw, current_yaw);
// Draw a green triangle on the ground for the move yaw
if (cl_asw_drone_travel_yaw.GetBool())
{
float flBaseSize = 10;
float flHeight = 10 + (100 * speed_fraction);
Vector vBasePos = GetAbsOrigin() + Vector( 0, 0, 5 );
QAngle angles( 0, 0, 0 );
Vector vForward, vRight, vUp;
angles[YAW] = travel_yaw;
AngleVectors( angles, &vForward, &vRight, &vUp );
debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 0, 0, 255, 255, false, 0.01 );
angles[YAW] = diff;
AngleVectors( angles, &vForward, &vRight, &vUp );
debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 255, 0, 0, 255, false, 0.01 );
}
diff = clamp<float>(diff, -180.0f, 180.0f);
int pose_index = LookupPoseParameter( "move_yaw" );
if (pose_index >= 0)
{
m_flClientPoseParameter[pose_index] = ((diff + 180.0f) / 360.0f);
}
// smooth out our speed fraction to prevent sudden changes to idle_move pose parameter
if (m_flCurrentTravelSpeed == -1)
{
m_flCurrentTravelSpeed = speed_fraction;
}
else
{
if (m_flCurrentTravelSpeed < speed_fraction)
{
m_flCurrentTravelSpeed = clamp<float>(
m_flCurrentTravelSpeed + gpGlobals->frametime,
0.0f, speed_fraction);
}
else
{
m_flCurrentTravelSpeed = clamp<float>(
m_flCurrentTravelSpeed - gpGlobals->frametime * 3.0f,
speed_fraction, 1.0f);
}
speed_fraction = m_flCurrentTravelSpeed;
}
// set the idle_move pose parameter
pose_index = LookupPoseParameter( "idle_move" );
if (pose_index >= 0)
{
// blend to goal
if (speed_fraction > m_flClientPoseParameter[pose_index])
m_flClientPoseParameter[pose_index] = MIN(speed_fraction, m_flClientPoseParameter[pose_index] + gpGlobals->frametime * 12.0f);
else
m_flClientPoseParameter[pose_index] = MAX(speed_fraction, m_flClientPoseParameter[pose_index] - gpGlobals->frametime * 12.0f);
}
pose_index = LookupPoseParameter( "aim_yaw" );
if ( pose_index >= 0 )
{
float flTargetAimPose = 0.0f;
if ( m_hAimTarget.Get() )
{
C_BaseEntity *pEnemy = m_hAimTarget.Get();
Vector vecToEnemy = pEnemy->WorldSpaceCenter() - WorldSpaceCenter();
float flYaw = UTIL_VecToYaw( vecToEnemy );
flYaw = AngleDiff( flYaw, GetAbsAngles()[ YAW ] );
//Msg( "Yaw to enemy = %f ", flYaw );
flYaw /= -45.0f;
flYaw = clamp<float>( flYaw, -1.0f, 1.0f );
flYaw = 0.5f + 0.5f * flYaw;
//Msg( " clamped+scaled = %f ", flYaw );
flTargetAimPose = flYaw;
//Msg( " current = %f\n", m_flClientPoseParameter[ pose_index ] );
}
UTIL_ApproachTarget( flTargetAimPose, 3.0f, 3.0f, &m_flClientPoseParameter[ pose_index ] );
}
static int s_nJumpSequence = LookupSequence( "Jump_Glide" );
bool bJumping = ( GetSequence() == s_nJumpSequence );
if ( bJumping )
{
pose_index = LookupPoseParameter( "jump_angle" );
if ( pose_index >= 0 )
{
if ( !m_bWasJumping )
{
m_flClientPoseParameter[ pose_index ] = 0.0f;
}
float flTargetPose = clamp<float>( travel_pitch, asw_drone_jump_pitch_min.GetFloat(), asw_drone_jump_pitch_max.GetFloat() );
flTargetPose = ( flTargetPose - asw_drone_jump_pitch_min.GetFloat() ) / ( asw_drone_jump_pitch_max.GetFloat() - asw_drone_jump_pitch_min.GetFloat() );
UTIL_ApproachTarget( flTargetPose, asw_drone_jump_pitch_speed.GetFloat(), asw_drone_jump_pitch_speed.GetFloat(), &m_flClientPoseParameter[ pose_index ] );
}
}
m_bWasJumping = bJumping;
if ( asw_debug_drone_pose.GetInt() == entindex() )
{
con_nprint_t np;
np.fixed_width_font = true;
np.color[0] = 0.8f;
np.color[1] = 1.0f;
np.color[2] = 1.0f;
np.time_to_live = 2.0f;
np.index = 2;
pose_index = LookupPoseParameter( "idle_move" );
if ( pose_index >= 0 )
{
engine->Con_NXPrintf( &np, "idle_move: %.2f", m_flClientPoseParameter[pose_index] );
np.index++;
}
pose_index = LookupPoseParameter( "aim_yaw" );
if ( pose_index >= 0 )
{
engine->Con_NXPrintf( &np, "aim_yaw: %.2f", m_flClientPoseParameter[pose_index] );
np.index++;
}
pose_index = LookupPoseParameter( "move_yaw" );
if ( pose_index >= 0 )
{
engine->Con_NXPrintf( &np, "move_yaw: %.2f", m_flClientPoseParameter[pose_index] );
np.index++;
}
pose_index = LookupPoseParameter( "jump_angle" );
if ( pose_index >= 0 )
{
engine->Con_NXPrintf( &np, "jump_angle: %.2f", m_flClientPoseParameter[pose_index] );
np.index++;
engine->Con_NXPrintf( &np, "travel_pitch: %.2f", travel_pitch );
np.index++;
// if ( !engine->IsPaused() )
// {
// float flTargetPose = clamp<float>( travel_pitch, asw_drone_jump_pitch_min.GetFloat(), asw_drone_jump_pitch_max.GetFloat() );
// flTargetPose = ( flTargetPose - asw_drone_jump_pitch_min.GetFloat() ) / ( asw_drone_jump_pitch_max.GetFloat() - asw_drone_jump_pitch_min.GetFloat() );
// Msg( "Travel pitch = %.2f angle = %.2f flTargetPose = %.2f\n", travel_pitch, m_flClientPoseParameter[pose_index], flTargetPose );
// }
}
}
}
// hardcoded to match with the gun offset in the marine's autoaim
// this is to generally keep the marine's gun horizontal, so guns like the shotgun can more easily hit multiple enemies in one shot
const Vector& C_ASW_Drone_Advanced::GetAimTargetPos(const Vector &vecFiringSrc, bool bWeaponPrefersFlatAiming)
{
static Vector aim_pos;
aim_pos = m_vecLastRenderedPos - (WorldSpaceCenter() - GetAbsOrigin()); // last rendered stores our worldspacecenter, so convert to back origin
aim_pos.z += ASW_MARINE_GUN_OFFSET_Z;
return aim_pos;
}
void C_ASW_Drone_Advanced::GetPoseParameters( CStudioHdr *pStudioHdr, float poseParameter[MAXSTUDIOPOSEPARAM])
{
if ( !pStudioHdr )
return;
for( int i=0; i < pStudioHdr->GetNumPoseParameters(); i++)
{
poseParameter[i] = m_flClientPoseParameter[i];
}
}