diff --git a/sp/src/game/server/BasePropDoor.h b/sp/src/game/server/BasePropDoor.h index d96c75c5..2557bec3 100644 --- a/sp/src/game/server/BasePropDoor.h +++ b/sp/src/game/server/BasePropDoor.h @@ -103,6 +103,12 @@ protected: inline CBaseEntity *GetActivator(); +#ifdef MAPBASE + inline float GetNPCOpenDistance() { return m_flNPCOpenDistance; } + inline Activity GetNPCOpenFrontActivity() { return m_eNPCOpenFrontActivity; } + inline Activity GetNPCOpenBackActivity() { return m_eNPCOpenBackActivity; } +#endif + private: // Implement these in your leaf class. @@ -196,6 +202,12 @@ private: string_t m_SoundOpen; string_t m_SoundClose; +#ifdef MAPBASE + float m_flNPCOpenDistance; + Activity m_eNPCOpenFrontActivity; + Activity m_eNPCOpenBackActivity; +#endif + // dvs: FIXME: can we remove m_flSpeed from CBaseEntity? //float m_flSpeed; // Rotation speed when opening or closing in degrees per second. diff --git a/sp/src/game/server/ai_basenpc.cpp b/sp/src/game/server/ai_basenpc.cpp index 02a8b725..225d8096 100644 --- a/sp/src/game/server/ai_basenpc.cpp +++ b/sp/src/game/server/ai_basenpc.cpp @@ -9763,7 +9763,11 @@ void CAI_BaseNPC::HandleAnimEvent( animevent_t *pEvent ) case NPC_EVENT_OPEN_DOOR: { +#ifdef MAPBASE + CBasePropDoor *pDoor = m_hOpeningDoor; +#else CBasePropDoor *pDoor = (CBasePropDoor *)(CBaseEntity *)GetNavigator()->GetPath()->GetCurWaypoint()->GetEHandleData(); +#endif if (pDoor != NULL) { OpenPropDoorNow( pDoor ); @@ -13951,6 +13955,10 @@ bool CAI_BaseNPC::OnUpcomingPropDoor( AILocalMoveGoal_t *pMoveGoal, GetNavigator()->GetPath()->PrependWaypoints( pOpenDoorRoute ); +#ifdef MAPBASE + GetNavigator()->SetArrivalDirection( opendata.vecFaceDir ); +#endif + m_hOpeningDoor = pDoor; pMoveGoal->maxDist = distClear; *pResult = AIMR_CHANGE_TYPE; @@ -13971,6 +13979,21 @@ bool CAI_BaseNPC::OnUpcomingPropDoor( AILocalMoveGoal_t *pMoveGoal, //----------------------------------------------------------------------------- void CAI_BaseNPC::OpenPropDoorBegin( CBasePropDoor *pDoor ) { +#ifdef MAPBASE + opendata_t opendata; + pDoor->GetNPCOpenData(this, opendata); + + if (HaveSequenceForActivity( opendata.eActivity )) + { + int iLayer = AddGesture( opendata.eActivity ); + float flDuration = GetLayerDuration( iLayer ); + + // Face the door and wait for the activity to finish before trying to move through the doorway. + m_flMoveWaitFinished = gpGlobals->curtime + flDuration + pDoor->GetOpenInterval(); + AddFacingTarget( opendata.vecFaceDir, 1.0, flDuration ); + } + else +#else // dvs: not quite working, disabled for now. //opendata_t opendata; //pDoor->GetNPCOpenData(this, opendata); @@ -13980,6 +14003,7 @@ void CAI_BaseNPC::OpenPropDoorBegin( CBasePropDoor *pDoor ) // SetIdealActivity(opendata.eActivity); //} //else +#endif { // We don't have an appropriate sequence, just open the door magically. OpenPropDoorNow( pDoor ); @@ -13999,6 +14023,15 @@ void CAI_BaseNPC::OpenPropDoorNow( CBasePropDoor *pDoor ) // Wait for the door to finish opening before trying to move through the doorway. m_flMoveWaitFinished = gpGlobals->curtime + pDoor->GetOpenInterval(); + +#ifdef MAPBASE + // Remove the door from our waypoint + if (GetNavigator()->GetPath() && GetNavigator()->GetCurWaypointFlags() & bits_WP_TO_DOOR) + { + GetNavigator()->GetPath()->GetCurWaypoint()->ModifyFlags( bits_WP_TO_DOOR, false ); + GetNavigator()->GetPath()->GetCurWaypoint()->m_hData = NULL; + } +#endif } diff --git a/sp/src/game/server/ai_navigator.cpp b/sp/src/game/server/ai_navigator.cpp index 59c06822..c58471d0 100644 --- a/sp/src/game/server/ai_navigator.cpp +++ b/sp/src/game/server/ai_navigator.cpp @@ -2184,11 +2184,26 @@ bool CAI_Navigator::OnMoveBlocked( AIMoveResult_t *pResult ) if (pDoor != NULL) { GetOuter()->OpenPropDoorBegin( pDoor ); +#ifdef MAPBASE + // Tell the navigation to stop running until we're done. + OnNewGoal(); +#endif *pResult = AIMR_OK; return true; } } +#ifdef MAPBASE + if ( GetOuter()->m_hOpeningDoor ) + { + // In the process of opening a door + // Because navigation is now supposed to terminate when a NPC begins opening a door, this code should not be reached. + DbgNavMsg( GetOuter(), "CAI_Navigator::OnMoveBlocked had to check for m_hOpeningDoor\n" ); + *pResult = AIMR_OK; + return true; + } +#endif + // Allow the NPC to override this behavior if ( GetOuter()->OnMoveBlocked( pResult )) @@ -2719,6 +2734,11 @@ void CAI_Navigator::AdvancePath() if (pDoor != NULL) { GetOuter()->OpenPropDoorBegin(pDoor); + +#ifdef MAPBASE + // Tell the navigation to stop running until we're done. + OnNewGoal(); +#endif } else { diff --git a/sp/src/game/server/props.cpp b/sp/src/game/server/props.cpp index 9263628b..2affea8a 100644 --- a/sp/src/game/server/props.cpp +++ b/sp/src/game/server/props.cpp @@ -4099,6 +4099,11 @@ BEGIN_DATADESC(CBasePropDoor) DEFINE_KEYFIELD(m_SoundClose, FIELD_SOUNDNAME, "soundcloseoverride"), DEFINE_KEYFIELD(m_ls.sLockedSound, FIELD_SOUNDNAME, "soundlockedoverride"), DEFINE_KEYFIELD(m_ls.sUnlockedSound, FIELD_SOUNDNAME, "soundunlockedoverride"), +#ifdef MAPBASE + DEFINE_KEYFIELD(m_flNPCOpenDistance, FIELD_FLOAT, "opendistoverride"), + DEFINE_KEYFIELD(m_eNPCOpenFrontActivity, FIELD_INTEGER, "openfrontactivityoverride"), + DEFINE_KEYFIELD(m_eNPCOpenBackActivity, FIELD_INTEGER, "openbackactivityoverride"), +#endif DEFINE_KEYFIELD(m_SlaveName, FIELD_STRING, "slavename" ), DEFINE_FIELD(m_bLocked, FIELD_BOOLEAN), //DEFINE_KEYFIELD(m_flBlockDamage, FIELD_FLOAT, "dmg"), @@ -4143,6 +4148,11 @@ END_SEND_TABLE() CBasePropDoor::CBasePropDoor( void ) { m_hMaster = NULL; +#ifdef MAPBASE + m_flNPCOpenDistance = -1; + m_eNPCOpenFrontActivity = ACT_INVALID; + m_eNPCOpenBackActivity = ACT_INVALID; +#endif } //----------------------------------------------------------------------------- @@ -4340,6 +4350,32 @@ void CBasePropDoor::CalcDoorSounds() { strSoundLocked = AllocPooledString( pkvHardwareData->GetString( "locked" ) ); strSoundUnlocked = AllocPooledString( pkvHardwareData->GetString( "unlocked" ) ); + +#ifdef MAPBASE + if (m_eNPCOpenFrontActivity == ACT_INVALID) + { + const char *pszActivity = pkvHardwareData->GetString( "activity_front" ); + if (pszActivity[0] != '\0') + { + m_eNPCOpenFrontActivity = (Activity)CAI_BaseNPC::GetActivityID( pszActivity ); + if (m_eNPCOpenFrontActivity == ACT_INVALID) + m_eNPCOpenFrontActivity = ActivityList_RegisterPrivateActivity( pszActivity ); + } + } + if (m_eNPCOpenBackActivity == ACT_INVALID) + { + const char *pszActivity = pkvHardwareData->GetString( "activity_back" ); + if (pszActivity[0] != '\0') + { + m_eNPCOpenBackActivity = (Activity)CAI_BaseNPC::GetActivityID( pszActivity ); + if (m_eNPCOpenBackActivity == ACT_INVALID) + m_eNPCOpenBackActivity = ActivityList_RegisterPrivateActivity( pszActivity ); + } + } + + if (m_flNPCOpenDistance == -1) + m_flNPCOpenDistance = pkvHardwareData->GetFloat( "npc_distance", 32.0 ); +#endif } // If any sounds were missing, try the "defaults" block. @@ -5940,6 +5976,11 @@ void CPropDoorRotating::DoorResume( void ) AngularMove( m_angGoal, m_flSpeed ); } +#ifdef MAPBASE +ConVar ai_door_enable_acts( "ai_door_enable_acts", "1", FCVAR_NONE, "Enables the new door-opening activities." ); +ConVar ai_door_open_dist_override( "ai_door_open_dist_override", "-1", FCVAR_NONE, "Overrides the distance from a door a NPC has to navigate to in order to open a door." ); +#endif + //----------------------------------------------------------------------------- // Purpose: // Input : vecMoveDir - @@ -5961,20 +6002,37 @@ void CPropDoorRotating::GetNPCOpenData(CAI_BaseNPC *pNPC, opendata_t &opendata) Vector vecNPCOrigin = pNPC->GetAbsOrigin(); +#ifdef MAPBASE + float flPosOffset = ai_door_open_dist_override.GetFloat() >= 0.0f ? ai_door_open_dist_override.GetFloat() : GetNPCOpenDistance(); +#else + float flPosOffset = 64; +#endif + if (pNPC->GetAbsOrigin().Dot(vecForward) > GetAbsOrigin().Dot(vecForward)) { // In front of the door relative to the door's forward vector. - opendata.vecStandPos += vecForward * 64; + opendata.vecStandPos += vecForward * flPosOffset; opendata.vecFaceDir = -vecForward; +#ifdef MAPBASE + opendata.eActivity = !ai_door_enable_acts.GetBool() ? ACT_INVALID : GetNPCOpenFrontActivity(); +#endif } else { // Behind the door relative to the door's forward vector. - opendata.vecStandPos -= vecForward * 64; + opendata.vecStandPos -= vecForward * flPosOffset; opendata.vecFaceDir = vecForward; +#ifdef MAPBASE + opendata.eActivity = !ai_door_enable_acts.GetBool() ? ACT_INVALID : GetNPCOpenBackActivity(); +#endif } +#ifdef MAPBASE + if (opendata.eActivity == ACT_INVALID) + opendata.eActivity = ACT_OPEN_DOOR; +#else opendata.eActivity = ACT_OPEN_DOOR; +#endif }