SpatialFear.SFNPCCommunication

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//=============================================================================
// Spatial Fear
// Class: SFNPCCommunication
// Description: Communication subclass for NPC communication.
//				List of additional tags:
//				<changeViewPoint:number> Changes the viewpoint of the communication, according to the specified number:
//								number = 0:	VP_Rotating,
//								number = 1:	VP_BehindPlayer,
//								number = 2:	VP_InFrontPlayer,
//								number = 3:	VP_RightOfPlayer,
//								number = 4:	VP_LeftOfPlayer,
//								number = 5:	VP_ThisPosition,
//								number = 6: VP_FirstPerson,
//				<playanimsequence:string>	- plays a chain of animations, specified in the string parameter
//										string = 1;3;2;4;4;3;5 . The sting is a comma separated string of numbers, that define the chain of animations.
//										You can use SFSTARTAGAIN inside the comma separated string, e.g. 1;3;2;4;4;3;5;SFSTARTAGAIN to start the chain again, from the beginning, after the last sequence has been played,
//										otherwise the actor stops playing an animation after having reached the end of the animation chain.
//										You can use SFLOOPEND inside the comma separated string, e.g. 1;3;2;4;4;3;5;SFLOOPEND to make the actor play the last animation of the sequence as a looping one,
//										in cases, where you don't want to let the deco actor in an unanimated state.
//				<endanimsequence>	- ends any currently playing animation sequence
//
// Communication samples
//
// Author: Markus Nuebel
//=============================================================================
class SFNPCCommunication extends SFCommunication;

enum EViewPoint
{
	VP_Rotating,
	VP_BehindPlayer,
	VP_InFrontPlayer,
	VP_RightOfPlayer,
	VP_LeftOfPlayer,
	VP_ThisPosition,
	VP_FirstPerson,
} ;

var (SpatialFear)	EViewPoint		ViewPoint;	// Type of viewpoint for this conversation. Default: VP_BehindPlayer
var (SpatialFear)	float			fViewDist; // Distance of viewpoint from conversation. Default: 100UUs
var (SpatialFear)	float			fViewHeight; // Height from ground. Default: 40UUs

var float			fBobStep;
var float			fBobHeight;
var bool			bBobDown;
var float			fHorizontalBobDir;
var vector	m_vectViewLocation; // Private: Location, where to look at
var rotator	m_rotDirection;	// Private: Used for rotating camera
var vector	m_vectStartLocation; // Private: location at start

function setupView()
{
	if(m_oEventInstigator.IsA('PlayerPawn'))
			PlayerPawn(m_oEventInstigator).ViewTarget = self;

}

function resetView()
{
	PlayerPawn(m_oEventInstigator).ViewTarget = None;
	// Restore the mesh
	if(ViewPoint == VP_FirstPerson )
		m_oEventInstigator.bHidden=false;
}

function calcLocation()
{
	local vector X,Y,Z;
	local vector	vecLocation;

	// No need to calculate viewpoint for
	// first person view

	switch(ViewPoint)
	{
		case VP_FirstPerson :
			// Remove mesh for communication
			m_oEventInstigator.bHidden=true;
			// Set the new location
			setLocation(PlayerPawn(m_oEventInstigator).Location + vect(0.0,0.0,1.0)*PlayerPawn(m_oEventInstigator).BaseEyeHeight*1.2);
		break;
		case VP_ThisPosition:
			setLocation(m_vectStartLocation);
		break;
		case VP_BehindPlayer:
			GetAxes(m_oEventInstigator.Rotation, X,Y,Z);
			vecLocation = m_vectViewLocation - Normal(X)*fViewDist + vect(0,0,1)*fViewHeight;
			setLocation(checkLocation(vecLocation));
		break;
		case VP_InFrontPlayer:
			GetAxes(m_oEventInstigator.Rotation, X,Y,Z);
			vecLocation = m_vectViewLocation + Normal(X)*fViewDist + vect(0,0,1)*fViewHeight;
			setLocation(checkLocation(vecLocation));
		break;
		case VP_RightOfPlayer:
			GetAxes(m_oEventInstigator.Rotation, X,Y,Z);
			vecLocation = m_vectViewLocation + Normal(Y)*fViewDist + vect(0,0,1)*fViewHeight;
			setLocation(checkLocation(vecLocation));
		break;
		case VP_LeftOfPlayer:
			GetAxes(m_oEventInstigator.Rotation, X,Y,Z);
			vecLocation = m_vectViewLocation - Normal(Y)*fViewDist + vect(0,0,1)*fViewHeight;
			setLocation(checkLocation(vecLocation));
		break;
		case VP_Rotating:
			if((0 == m_rotDirection.Yaw) && (0 == m_rotDirection.Roll) && (0 == m_rotDirection.Pitch))
			{
				// Init the rotator
				GetAxes(m_oEventInstigator.Rotation, X,Y,Z);
				vecLocation = m_vectViewLocation - Normal(X)*fViewDist + vect(0,0,1)*fViewHeight;
				m_rotDirection	= rotator(vecLocation-m_vectViewLocation);
			}
			else
			{
				m_rotDirection.Yaw	= (m_rotDirection.Yaw + 60.0) % 65536; // Will leave rounding error, because of addition instead of absolut calculation.
				vecLocation = m_vectViewLocation + Normal(vector(m_rotDirection)) * fViewDist;
				setLocation(checkLocation(vecLocation));
			}

			break;
	}
}

function vector checkLocation(vector vecOrg)
{
	local vector	vecViewDir;
	local vector HitLocation, HitNormal;
	local Actor	HitActor;

	if(ViewPoint == VP_FirstPerson)
		return vecOrg;

	HitActor = Trace(HitLocation, HitNormal, vecOrg, m_vectViewLocation);
	if ( HitActor == None )
		return vecOrg;
	else
	{
		vecViewDir	= m_vectViewLocation - HitLocation;
		return HitLocation + Normal(vecViewDir)*5;
	}

}

function startTracking()
{
	local rotator rotStartDir;
	local rotator rotPlayerRot, rotDir;

	// Save the start loc
	m_vectStartLocation=Location;

	// Calculate the viewing destination
	m_vectViewLocation = m_oEventActor.Location + 0.5*(m_oEventInstigator.Location - m_oEventActor.Location);

	// Calculates the viewpoint location
	calcLocation();

	// Change the view
	setupView();

	// Set initial rotation
    rotStartDir = rotator(m_vectViewLocation - Location);
    //rotStartDir.Roll = Rotation.Roll;
	SetRotation(rotStartDir);
	DesiredRotation = rotStartDir;

	SetTimer(fBobStep, false);

	// Calcualte the rotation
	rotPlayerRot	= PlayerPawn(m_oEventInstigator).Rotation;
	rotDir			= rotator(Normal(m_oEventActor.Location - m_oEventInstigator.Location));
	rotPlayerRot.Yaw	= rotDir.Yaw;

	// Pause level action
	//PlayerPawn(m_oEventInstigator).PlayersOnly();
	PlayerPawn(m_oEventInstigator).GotoState('PlayerChat');

	PlayerPawn(m_oEventInstigator).SetRotation(rotDir);
	PlayerPawn(m_oEventInstigator).DesiredRotation = rotator(m_vectViewLocation - Location);

	// Start tracking
	GotoState('Tracking');
}

function stopTracking()
{
	SetTimer(0.0f, false);

	resetView();

	// Resume level action
//	PlayerPawn(m_oEventInstigator).PlayersOnly();
	PlayerPawn(m_oEventInstigator).GotoState('PlayerWalking');

	GotoState('Idle');
}

state Tracking
{
	function Tick( float DeltaTime )
	{
		local vector X,Y,Z;

		if(ViewPoint != VP_FirstPerson)
			m_oEventInstigator.bHidden = false;
		else
			m_oEventInstigator.bHidden = true;

		GetAxes(Rotation, X,Y,Z);

//		if(ViewPoint == VP_Rotating )
			calcLocation();

		setLocation(Location+(vect(0.0,0.0,-1.0)*fBobHeight)+(Normal(Y)*fBobHeight*fHorizontalBobDir));

		if(ViewPoint != VP_FirstPerson)
		{
			DesiredRotation = rotator(m_vectViewLocation - Location);
			SetRotation(rotator(m_vectViewLocation - Location));
		}
		else
		{
			DesiredRotation = rotator(m_vectViewLocation+vect(0.0,0.0,1.0)*PlayerPawn(m_oEventInstigator).BaseEyeHeight - Location);
			SetRotation(rotator(m_vectViewLocation+vect(0.0,0.0,1.0)*PlayerPawn(m_oEventInstigator).BaseEyeHeight - Location));
		}
		//DesiredRotation.Roll = Rotation.Roll;
	}


	function Timer()
	{
		if(bBobDown)
		{
			fBobHeight -= 0.09 + (fBobHeight-6.0)*0.01;
			if(fBobHeight <= 0)
			{
				bBobDown=false;
				// Switch direction
				fHorizontalBobDir *= -1.0f;
			}
		}
		else
		{
			fBobHeight += 0.09 + (6.0f-fBobHeight)*0.01;
			if(fBobHeight >= 6)
				bBobDown=true;

		}
		SetTimer(fBobStep, false);
	}
Begin:
SetPhysics(PHYS_Rotating);
}

// The idle state has nothing to do
auto state Idle
{
}

defaultproperties
{
     ViewPoint=VP_ThisPosition
     fViewDist=100.000000
     fViewHeight=40.000000
     fBobStep=0.100000
     fHorizontalBobDir=1.000000
     CommunicationProtocol(0)="<animRate:0.8><loopanim:5>Hi guys, this is a NPC communication sample.<wait:5>\n<cls><branch:1>"
     CommunicationProtocol(1)="Let's do some viewpoint changes.<wait:2>\n<cls>ActorPosition view:<changeViewPoint:5><wait:3><cls>Rotating view:<changeViewPoint:0><wait:5><cls>Behind view:<changeViewPoint:1><wait:3><cls>InFront view:<changeViewPoint:2><wait:3><cls>Right view:<changeViewPoint:3><wait:3><cls>Left view:<changeViewPoint:4><wait:3><branch:2>"
     CommunicationProtocol(2)="<playanim:0>Now we are playing a single animation chain.<wait:3><playanimsequence:0;1;2;3;4><wait:1><cls>Ok, done.\nNow we are playing a looping animation chain using the param SFSTARTAGAIN.<wait:3><playanimsequence:0;1;2;3;4;SFSTARTAGAIN><wait:13><cls>\nNow let's stop this.<wait:2><endanimsequence><wait:2><cls>Now we are playing a chain that loops on the last chain element using the param SFLOOPEND.<wait:3><playanimsequence:0;1;2;3;4;SFLOOPEND><wait:13><cls>Ok, that's it for today.<wait:2><endanimsequence><playanim:0>"
     Animations(0)=GSitBase
     Animations(1)=GSitBreath
     Animations(2)=GSitLookUp
     Animations(3)=GSitLookRight
     Animations(4)=GSitGive
     Animations(5)=ChairSitTalk
     Animations(6)=AirVent
     Animations(7)=AirVentIn
     Animations(8)=Body4
     Type=CT_NPC
     bHidePlayerHUD=True
     RotationRate=(Pitch=6000,Yaw=6000,Roll=6000)
}

class file time: 12/7/2003 3:58:24 PM - creation time: 12/7/2003 4:03:45 PM
Created with UnCodeX