Redid parts of backup activity system to support weapon act table recursion

This commit is contained in:
Blixibon 2022-03-09 14:10:11 -06:00
parent 670465dc58
commit f79515fc11
6 changed files with 127 additions and 44 deletions

View File

@ -2725,6 +2725,35 @@ bool CBaseCombatCharacter::Weapon_CanUse( CBaseCombatWeapon *pWeapon )
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
static Activity Weapon_BackupActivityFromList( CBaseCombatCharacter *pBCC, acttable_t *pTable, int actCount, Activity activity, bool weaponTranslationWasRequired, CBaseCombatWeapon *pWeapon )
{
int i = 0;
for ( ; i < actCount; i++, pTable++ )
{
if ( activity == pTable->baseAct )
{
// Don't pick backup activities we don't actually have an animation for.
if (!pBCC->GetModelPtr()->HaveSequenceForActivity(pTable->weaponAct))
break;
return (Activity)pTable->weaponAct;
}
}
// We didn't succeed in finding an activity. See if we can recurse
acttable_t *pBackupTable = CBaseCombatWeapon::GetDefaultBackupActivityList( pTable - i, actCount );
if (pBackupTable)
{
return Weapon_BackupActivityFromList( pBCC, pBackupTable, actCount, activity, weaponTranslationWasRequired, pWeapon );
}
return activity;
}
//-----------------------------------------------------------------------------
// Purpose: Uses an activity from a different weapon when the activity we were originally looking for does not exist on this character.
// This gives NPCs and players the ability to use weapons they are otherwise unable to use.
@ -2739,30 +2768,27 @@ Activity CBaseCombatCharacter::Weapon_BackupActivity( Activity activity, bool we
if (!pWeapon->SupportsBackupActivity(activity))
return activity;
// Sometimes, a NPC is supposed to use the default activity. Return that if the weapon translation was "not required" and we have an original activity.
// Don't do this with players.
// UNDONE: Sometimes, a NPC is supposed to use the default activity. Return that if the weapon translation was "not required" and we have an original activity.
/*
if (!weaponTranslationWasRequired && GetModelPtr()->HaveSequenceForActivity(activity) && !IsPlayer())
{
return activity;
}
*/
acttable_t *pTable = pWeapon->GetBackupActivityList();
if (pTable)
{
int actCount = pWeapon->GetBackupActivityListCount();
for ( int i = 0; i < actCount; i++, pTable++ )
if (!pTable)
{
if ( activity == pTable->baseAct )
{
// Don't pick backup activities we don't actually have an animation for.
if (GetModelPtr() ? !GetModelPtr()->HaveSequenceForActivity(pTable->weaponAct) : false)
{
return activity;
// Look for a default list
actCount = pWeapon->ActivityListCount();
pTable = CBaseCombatWeapon::GetDefaultBackupActivityList( pWeapon->ActivityList(), actCount );
}
return (Activity)pTable->weaponAct;
}
}
if (pTable && GetModelPtr())
{
int actCount = pWeapon->GetBackupActivityListCount();
return Weapon_BackupActivityFromList( this, pTable, actCount, activity, weaponTranslationWasRequired, pWeapon );
}
return activity;

View File

@ -1802,20 +1802,6 @@ bool CAI_ActBusyBehavior::PlayAnimForActBusy( busyanimparts_t AnimPart )
return false;
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose: Get the busy's move activity
//-----------------------------------------------------------------------------
Activity CAI_ActBusyBehavior::GetMoveActivityForActBusy()
{
busyanim_t *pBusyAnim = g_ActBusyAnimDataSystem.GetBusyAnim( m_iCurrentBusyAnim );
if ( !pBusyAnim )
return m_ForcedActivity;
return pBusyAnim->bTranslateActivity ? GetOuter()->TranslateActivity( m_ForcedActivity ) : m_ForcedActivity;
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
@ -2044,11 +2030,7 @@ void CAI_ActBusyBehavior::StartTask( const Task_t *pTask )
// If we have a forced activity, use that. Otherwise, walk.
if ( m_ForcedActivity != ACT_INVALID && m_ForcedActivity != ACT_RESET )
{
#ifdef MAPBASE
GetNavigator()->SetMovementActivity( GetMoveActivityForActBusy() );
#else
GetNavigator()->SetMovementActivity( m_ForcedActivity );
#endif
// Cover is void once I move
Forget( bits_MEMORY_INCOVER );

View File

@ -167,9 +167,6 @@ private:
void NotifyBusyEnding( void );
bool HasAnimForActBusy( int iActBusy, busyanimparts_t AnimPart );
bool PlayAnimForActBusy( busyanimparts_t AnimPart );
#ifdef MAPBASE
Activity GetMoveActivityForActBusy();
#endif
void PlaySoundForActBusy( busyanimparts_t AnimPart );
private:

View File

@ -225,6 +225,17 @@ acttable_t CWeapon357::m_acttable[] =
IMPLEMENT_ACTTABLE( CWeapon357 );
// Allows Weapon_BackupActivity() to access the 357's activity table.
acttable_t *Get357Acttable()
{
return CWeapon357::m_acttable;
}
int Get357ActtableCount()
{
return ARRAYSIZE(CWeapon357::m_acttable);
}
#endif
//-----------------------------------------------------------------------------

View File

@ -1100,6 +1100,11 @@ WeaponClass_t CBaseCombatWeapon::WeaponClassify()
case ACT_IDLE_ANGRY_PISTOL: return WEPCLASS_HANDGUN;
#if EXPANDED_HL2_WEAPON_ACTIVITIES
case ACT_IDLE_ANGRY_CROSSBOW: // For now, crossbows are rifles
#endif
#if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES
case ACT_IDLE_ANGRY_AR1:
case ACT_IDLE_ANGRY_SMG2:
case ACT_IDLE_ANGRY_SNIPER_RIFLE:
#endif
case ACT_IDLE_ANGRY_SMG1:
case ACT_IDLE_ANGRY_AR2: return WEPCLASS_RIFLE;
@ -1134,6 +1139,18 @@ WeaponClass_t CBaseCombatWeapon::WeaponClassFromString(const char *str)
#ifdef HL2_DLL
extern acttable_t *GetSMG1Acttable();
extern int GetSMG1ActtableCount();
extern acttable_t *GetAR2Acttable();
extern int GetAR2ActtableCount();
extern acttable_t *GetShotgunActtable();
extern int GetShotgunActtableCount();
extern acttable_t *GetPistolActtable();
extern int GetPistolActtableCount();
extern acttable_t *Get357Acttable();
extern int Get357ActtableCount();
#endif
//-----------------------------------------------------------------------------
@ -1154,20 +1171,69 @@ bool CBaseCombatWeapon::SupportsBackupActivity(Activity activity)
acttable_t *CBaseCombatWeapon::GetBackupActivityList()
{
#ifdef HL2_DLL
return GetSMG1Acttable();
#else
return NULL;
#endif
}
int CBaseCombatWeapon::GetBackupActivityListCount()
{
#ifdef HL2_DLL
return GetSMG1ActtableCount();
#else
return 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
acttable_t *CBaseCombatWeapon::GetDefaultBackupActivityList( acttable_t *pTable, int &actCount )
{
#ifdef HL2_DLL
// Ensure this isn't already a default backup activity list
if (pTable == GetSMG1Acttable() || pTable == GetPistolActtable())
return NULL;
// Use a backup table based on what ACT_IDLE_ANGRY is translated to
Activity actTranslated = ACT_INVALID;
for ( int i = 0; i < actCount; i++, pTable++ )
{
if ( pTable->baseAct == ACT_IDLE_ANGRY )
{
actTranslated = (Activity)pTable->weaponAct;
break;
}
}
if (actTranslated == ACT_INVALID)
return NULL;
switch (actTranslated)
{
#if EXPANDED_HL2_WEAPON_ACTIVITIES
case ACT_IDLE_ANGRY_REVOLVER:
#endif
case ACT_IDLE_ANGRY_PISTOL:
{
actCount = GetPistolActtableCount();
return GetPistolActtable();
}
#if EXPANDED_HL2_WEAPON_ACTIVITIES
case ACT_IDLE_ANGRY_CROSSBOW: // For now, crossbows are rifles
#endif
#if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES
case ACT_IDLE_ANGRY_AR1:
case ACT_IDLE_ANGRY_SMG2:
case ACT_IDLE_ANGRY_SNIPER_RIFLE:
#endif
case ACT_IDLE_ANGRY_SMG1:
case ACT_IDLE_ANGRY_AR2:
case ACT_IDLE_ANGRY_SHOTGUN:
case ACT_IDLE_ANGRY_RPG:
{
actCount = GetSMG1ActtableCount();
return GetSMG1Acttable();
}
}
#endif
actCount = 0;
return NULL;
}
#endif

View File

@ -232,6 +232,7 @@ public:
virtual bool SupportsBackupActivity(Activity activity);
virtual acttable_t *GetBackupActivityList();
virtual int GetBackupActivityListCount();
static acttable_t *GetDefaultBackupActivityList( acttable_t *pTable, int &actCount );
#endif
virtual void Equip( CBaseCombatCharacter *pOwner );