# SFVehicle.SFVehicleControl

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    //=============================================================================
    // Spatial Fear
    // Name: SFVehicleControl
    // Description: Pickup which gives the player control over a vehicle.
    //
    // Author: Gert Jen Peltenburg
    //=============================================================================
    class SFVehicleControl expands SFPickup;

    // Enumerations
    enum ControllerType {
    	Boat,			// A boat can turn, but not strafe, and can only move in a plane
    	Car,			// A car can turn, not strafe, but can follow the terrain
    	Helicopter,		// A helicopter (when airborne) can change altitude, strafe, move, turn
    	Airplane,		// An airplane cannot hover and strafe, can move in 3D
    	HoverCraft,		// A hovercraft can turn
    	Tank,			// A tank can turn in place (and crush people)
    	Stationary,		// Non-movable (e.g. turret, in that case, combine with bTurretAvailable=true)
    	Crane			// A crane uses the fire/altfire functions for grabbing/releasing cargo
    };

    enum SuggestedMissionType {
    	Ferry,
    	Camp,
    	FireSupport,
    	Scout,
    	Roam,
    	Kamikaze
    };

    // Properties
    var (SpatialFear) ControllerType VehicleType;	// for bots: allows them to use specialized code
    var (SpatialFear) bool bTurretAvailable;		// for bots: tells them the vehicle has a slaved turret they can control
    var (SpatialFear) bool bTurretAutoAim;			// for bots: tells them that they don't need to manually move the turret
    var (SpatialFear) float ControlFactor;
    var (SpatialFear) name ControlledTag;
    var (SpatialFear) name ViewFromTag;
    var (SpatialFear) name BallisticsTag;
    var (SpatialFear) name RadarTag;
    var (SpatialFear) float RadarRange;
    var (SpatialFear) bool bRadarShowsPawns;
    var (SpatialFear) bool bRadarShowsProjectiles;
    var (SpatialFear) bool bStationaryController;
    var (SpatialFear) bool bPlayersOnly;			// disable ANY bot from picking this up (including ones with a DriversLicense
    var (SpatialFear) bool bPlayerHasWeapons;
    var (SpatialFear) bool bPlayerCanLook;
    var (SpatialFear) bool bPlayerGivesAmmo;
    var (SpatialFear) bool bPlayerCrouch;
    var (SpatialFear) class<SFVehicleHUD> SFVehicleHUDType;
    var (SpatialFear) float BotInaccuracy;			// When a bot is controlling the vehicle, this will be the inaccuracy (in unreal degrees)

    var (SpatialFear) SuggestedMissionType SuggestedMission;	// Suggestion to bot what kind of strategy is desired for this vehicle
    var (SpatialFear) name EntryTag[10];
    var (SpatialFear) name WaypointTag;							// SFVehiclepathnode tag of path to follow on mission
    var (SpatialFear) int  WaypointStartSeq;					// on startup, the vehicle will be considered at this pathnode
    var (SpatialFear) float WaypointPause;						// how long to wait at the waypoints
    var SFVehiclepathnode LastWaypoint;

    // Private Properties
    var vector requestcoordinates[10];
    var int    currentrequest;
    var int    latestrequest;

    var SFVehicleHUD SFVehicleHUD;
    var Actor RadarActor;
    var rotator PlayerViewRotation;

    var SFVehicleControl StationaryController;	// used to determine if we're still being held
    var SFVehicle CurrentSFVehicle;

    var vector CurrentLocation;
    var float ReportedRotationYaw,ReportedRotationPitch,ReportedRotationRoll;
    var vector ReportedVehicleLocation,ReportedVehicleVelocity,ReportedTurretLocation;
    var float leftclearance,rightclearance,topclearance,bottomclearance,frontclearance,backclearance;
    var rotator ReportedVehicleRotation,ReportedTurretRotation;
    var bool ReportedProjectileLoaded,ReportedAltProjectileLoaded;
    var vector CurrentCrosshairLocation;
    var rotator CurrentRotation;
    var float reportedspeed;

    var float lastchecked;
    var actor locationholder;

    var actor PlayerViewTarget;
    var actor ViewTarget;

    var bool bControllerActive; // basically bActive but not restricted to bNetOwner
    // variables the SFVehicles will inspect. The player class must fill these in its playerinput function,
    // and that should be done using the ControlVehicle function.
    // Bots will fill these directly.
    var bool CtlbFire,CtlbAltFire;
    var float CtlaVehicleSpeedControl,CtlaTurretTurn;
    var float CtlaVehicleTurn,CtlaVehicleUp,CtlaTurretUp;

    replication
    {
    	reliable if(Role==ROLE_Authority)
    	    StationaryController,bControllerActive;
    	unreliable if(Role<ROLE_Authority)
    	    ControlVehicle;
    }

    final simulated function int sign(float value)
    {
     if(value==0)
      return 0;
     if(value<0)
      return -1;
     return 1;
    }

    final simulated function float normalizeangle(float inangle)
    {
     local int divisions;

     divisions = sign(inangle)*int(abs(inangle)/32768);

     return inangle-divisions*65536;
    }

    // atan2 determines 360 degree angle (between -pi and Pi, more precisely)
    final simulated function float atan2(float Y,float X)
    {
     local float tempang;

     if(X==0) {
      if(Y<0)
       tempang=-pi/2.0;
      else if(Y>0)
       tempang=pi/2.0;
      else
       tempang=0;
     }
     else if(X<0) {
      tempang=atan(Y/X)+pi;	// Third quadrant
     }
     else
      tempang=atan(Y/X);

     if(tempang>pi)
      tempang-=pi*2.0;

     if(tempang<-pi)
      tempang+=pi*2.0;

     return tempang;
    }

    final simulated function vector RealWorldLocation(vector oldpoint,rotator rotateby)
    {
     local vector temppoint;
     local rotator temprot;
     local float dist;
     local float axisdist;
     local float axisangle;

     temppoint=oldpoint;
     dist = VSize(temppoint);
     temppoint = temppoint/dist; // unity vector, requires less calculations

    // rotate around X-axis (Roll)
     axisangle = atan2(temppoint.Z,temppoint.Y);
     axisdist  = sqrt(square(temppoint.Z)+square(temppoint.Y));
     temppoint.Z= sin(axisangle-(RotateBy.Roll*pi)/32768.0)*axisdist;
     temppoint.Y= cos(axisangle-(RotateBy.Roll*pi)/32768.0)*axisdist;

    // rotate around Y-axis (Pitch)
     axisangle = atan2(temppoint.Z,temppoint.X);
     axisdist  = sqrt(square(temppoint.Z)+square(temppoint.X));
     temppoint.Z= sin(axisangle+(RotateBy.Pitch*pi)/32768.0)*axisdist;
     temppoint.X= cos(axisangle+(RotateBy.Pitch*pi)/32768.0)*axisdist;

     temprot=rotateby;
     temprot.Roll=0;
     temprot.Pitch=0;

    // rotate around Z-axis (Yaw)
     axisangle = atan2(temppoint.Y,temppoint.X);
     axisdist  = sqrt(square(temppoint.Y)+square(temppoint.X));
     temppoint.Y= sin(axisangle+(RotateBy.Yaw*pi)/32768.0)*axisdist;
     temppoint.X= cos(axisangle+(RotateBy.Yaw*pi)/32768.0)*axisdist;

     return vector(rotator(temppoint))*dist;
    }

    final simulated function vector VirtualLocation(vector oldpoint,rotator rotateby)
    {
     local vector temppoint;
     local rotator temprot;
     local float dist;
     local float axisdist;
     local float axisangle;

     temppoint=oldpoint;
     dist = VSize(temppoint);
     temppoint = temppoint/dist; // unity vector, requires less calculations

    // rotate around Z-axis (Yaw)
     axisangle = atan2(temppoint.Y,temppoint.X);
     axisdist  = sqrt(square(temppoint.Y)+square(temppoint.X));
     temppoint.Y= sin(axisangle-(RotateBy.Yaw*pi)/32768.0)*axisdist;
     temppoint.X= cos(axisangle-(RotateBy.Yaw*pi)/32768.0)*axisdist;

    // rotate around Y-axis (Pitch)
     axisangle = atan2(temppoint.Z,temppoint.X);
     axisdist  = sqrt(square(temppoint.Z)+square(temppoint.X));
     temppoint.Z= sin(axisangle-(RotateBy.Pitch*pi)/32768.0)*axisdist;
     temppoint.X= cos(axisangle-(RotateBy.Pitch*pi)/32768.0)*axisdist;

    // rotate around X-axis (Roll)
     axisangle = atan2(temppoint.Z,temppoint.Y);
     axisdist  = sqrt(square(temppoint.Z)+square(temppoint.Y));
     temppoint.Z= sin(axisangle+(RotateBy.Roll*pi)/32768.0)*axisdist;
     temppoint.Y= cos(axisangle+(RotateBy.Roll*pi)/32768.0)*axisdist;

     temprot=rotateby;
     temprot.Roll=0;
     temprot.Pitch=0;

     return vector(rotator(temppoint))*dist; // add origin and distance again
    }

    // these two functions can be used for fire support queueing (up to 10 requests)
    singular function bool LogFireSupportRequest(vector coordinates)
    {
     local int req;

     req=(latestrequest+1)%arraycount(requestcoordinates);

     if(req==currentrequest) // queue full
      return false;

     requestcoordinates[req]=coordinates;

     latestrequest=req;

     return true;
    }

    singular function bool CheckFireSupportRequest(out vector coordinates)
    {
     local int req;

     req=(currentrequest+1)%arraycount(requestcoordinates);

     if(req==latestrequest)
      return false;

     coordinates=requestcoordinates[req];

     currentrequest=req;
    }

    singular function ClearFireSupportRequests()
    {
     latestrequest=0;
     currentrequest=0;
    }

    function ControlVehicle(bool bFire, bool bAltFire, float aForward, float aTurn, float aStrafe, float aUp, float aLookUp)
    {
     CtlbFire=bFire;
     CtlbAltFire=bAltFire;

       CtlaTurretTurn=aTurn*ControlFactor;
       CtlaTurretUp=aLookup*ControlFactor;
       CtlaVehicleSpeedControl=aForward*ControlFactor;
       CtlaVehicleTurn=aStrafe*ControlFactor;
       CtlaVehicleUp=aUp*ControlFactor;
    }

    simulated function BeginPlay()
    {
     local actor act;
     local SFVehiclepathnode pn;

     Currentlocation = location;
     CurrentRotation = rotation;
     LocationHolder=spawn(class'SFVehicleFeedback');
     SFVehicleHUD=Spawn(SFVehicleHUDType);
     if(SFVehicleHUD!=None)
      SFVehicleHUD.vc=self;

     if(ViewFromTag!='')
      foreach AllActors( class 'Actor', act, ViewFromTag )
       if(act!=None)
        ViewTarget=act;

     if(RadarTag!='')
      foreach AllActors( class 'Actor', act, RadarTag )
       if(act!=None)
        RadarActor=act;

     if(WaypointTag!='')
      foreach AllActors( class 'SFVehiclePathNode', pn, WaypointTag )
       if(pn!=None && WaypointStartSeq==pn.Sequence)
        LastWaypoint=pn;

     super.beginplay();
    }

    function int MaxEntryPointRing()
    {
     return arraycount(entrytag);
    }

    simulated function Activation()
    {
     local SFVehicle Drv;
     local actor act;
     local playerpawn user;
     local SFVehicleRepairKit repairkit;

     if(StationaryController!=None) {
      if(Role<ROLE_Authority && !owner.bNetOwner) // pure client
       owner.RemoteRole=ROLE_DumbProxy;              // while driving, the pawn will not be simulated
      owner.movesmooth(CurrentLocation-owner.location);
      if(playerpawn(owner)!=None) {
       playerpawn(owner).bCollideWorld = false;
       owner.bcollidewhenplacing=false;
       owner.SetCollision(true,true,true);
      }
      else {
       owner.bcollidewhenplacing=false;
       owner.setcollision(true,true,false);
      }
     }

     user=playerpawn(owner);
     if(user!=None) {
      PlayerViewTarget=user.ViewTarget;
      user.ViewTarget=viewtarget;
      if(viewtarget!=None && SFVehicleCameraComponent(viewtarget)!=None)
       user.DesiredFOV=SFVehicleCameraComponent(viewtarget).ViewFOV;
     }

     owner.bRotateToDesired = false;
     if ( ControlledTag != '' ) {
      foreach AllActors( class 'SFVehicle', Drv, ControlledTag )
      {
       if (Drv != None) {
        if(Drv.CurrentController==None) {
         Drv.controllingplayer = pawn(Owner);
         Drv.CurrentController = self;
        }
       }
      }
      foreach AllActors( class 'SFVehicle', Drv, ControlledTag )
      {
       if (Drv != None) {
        if(Drv.CurrentController==self) {
         repairkit=SFvehiclerepairkit(pawn(owner).FindInventoryType(Class'SFVehicle.SFVehicleRepairKit'));
         if(Drv.bDestroyed) {
          if(repairkit!=None && Drv.bRepairable && !Drv.bRepairing) {
           if(playerpawn(owner)!=None)
    		BroadcastMessage("Repairing: " $ Drv.Tag, false, 'Pickup'); // let's make it more obvious

           repairkit.GotoState('Activated');
           Drv.GotoState('Repairing');
          }
         }
         else
          Drv.GotoState('Activated');
        }
       }
      }
     }
    }

    simulated function Deactivation()
    {
     local SFVehicle Drv;
     local playerpawn user;

     CtlbFire=false;
     CtlbAltFire=false;
     CtlaVehicleSpeedControl=0;
     CtlaTurretTurn=0;
     CtlaVehicleTurn=0;
     CtlaVehicleUp=0;
     CtlaTurretUp=0;
     if(owner!=None && bStationaryController) {
      if(Role<ROLE_Authority && !owner.bNetOwner) // pure client
       owner.RemoteRole=owner.default.RemoteRole;       // while driving, the pawn will not be simulated
      owner.SetCollision(true,true,true);
      owner.bcollidewhenplacing=true;
      if(playerpawn(owner)!=None)
       playerpawn(owner).bCollideWorld = true;

      owner.movesmooth(currentlocation-owner.location);
      owner.SetPhysics(PHYS_Walking);
     }

     user=playerpawn(owner);
     if(user!=None) {
      user.ViewTarget = PlayerViewTarget;
      user.DesiredFOV=user.default.FOVAngle;
     }

     if ( ControlledTag != '' )
      foreach AllActors( class 'SFVehicle', Drv, ControlledTag )
      {
       if (Drv != None) {
       if(Drv.currentcontroller == Self) {
    	  Drv.controllingplayer = None;
    	  Drv.currentcontroller = None;
    	  Drv.GotoState('Deactivated');
       }
      }
     }
    }

    function bool HandlePickupQuery(inventory item)
    {
    //super.HandlePickupQuery(item);
     if(SFVehicleControl(item)!=None) {  // any pawn can have only one stationary vehiclecontrol - but may carry multiple remotes
      if(bStationaryController)
       if(SFvehiclecontrol(item).bStationarycontroller)
        return true;

      return false;
     }
     if(inventory!=None)
      return inventory.HandlePickupQuery(item);
    }

    simulated state Activated
    {
    	simulated function BeginState()
    	{
    	 SetPhysics(PHYS_MovingBrush);
    	 SetCollision(false,false,false);
    	 bControllerActive=true;
    	 bActive=true;
         Activation();
        }

    	simulated function EndState()
    	{
    	 bControllerActive=false;
    	 bActive=false;
    	 Deactivation();
    	 SetPhysics(PHYS_MovingBrush);
    	 SetCollision(true,true,true);
    	}
    }

    auto state Pickup
    {
    	// Simulate a touch, for UseKey compatibility.
    	function Trigger( actor Other, pawn EventInstigator )
    	{
    		Touch(Other);
    	}

    	function Touch( actor Other)
    	{
    		local Inventory Copy;
    		if ( ValidTouch(Other) )
    		{
    			Copy = SpawnCopy(Pawn(Other));
    			if (Level.Game.LocalLog != None)
    				Level.Game.LocalLog.LogPickup(Self, Pawn(Other));
    			if (Level.Game.WorldLog != None)
    				Level.Game.WorldLog.LogPickup(Self, Pawn(Other));
    			if (bActivatable && Pawn(Other).SelectedItem==None)
    				Pawn(Other).SelectedItem=Copy;
    			//Pawn(Other).ClientMessage(PickupMessage, 'Pickup');
    			PlaySound (PickupSound,,2.0);
    			Pickup(Copy).PickupFunction(Pawn(Other));
    		}
    	}

    	// Validate touch, and if valid trigger event.
    	function bool ValidTouch( actor Other )
    	{
    		local Actor A;
    		local SFDriversLicense lic;

            if(bStationaryController && StationaryController!=None)
             return false;

            if(pawn(other)==None)
             return false;

            if(bPlayersOnly && PlayerPawn(other)==None)
             return false;

            // this check is done here to prevent non-drivers from having their inventory scrolled
            lic=SFdriverslicense(pawn(other).FindInventoryType(class'SFDriversLicense'));

            if(lic==None) { // pawn obviously does not know vehiclecontrols
    //         log("pawn does not have a driver's license");
             return false;
            }

            if(!bStationaryController && !lic.bUnderstandsRemotes)
             return false;

    		if( Other.bIsPawn && (Pawn(Other).Health > 0))
    		{
    		    if(!pawn(other).inventory.HandlePickupQuery(self)) {

     			 if( Event != '' )
    			 	 foreach AllActors( class 'Actor', A, Event )
    				 	 A.Trigger( Other, Other.Instigator );
     			 return true;
     			}
    		}
    		return false;
    	}

    	function BeginState()
    	{
    		Super.BeginState();

            ClearFireSupportRequests();

    		NumCopies = 0;
    	}
    }

    state Deactivated
    {

    }

    function DropFrom(vector ownerlocation)
    {
      if(stationarycontroller!=None) {
       stationarycontroller.destroy();
       stationarycontroller=None;
      }
      super.DropFrom(ownerlocation);

      if(bStationaryController) {
       SetLocation(CurrentLocation);
       SetRotation(CurrentRotation);
      }
      if(bActive)
       Deactivation();

    }

    function bool StillBeingHeld(pawn user)
    {
     local pawn collides;

     foreach touchingactors(class'pawn',collides) {
      if(collides==user)
       return true;
     }
     return false;
    }

    simulated function UpdateLocation()
    {

     if(bControllerActive) {

      if(!bPlayerCanLook && bStationaryController) {
       if(playerpawn(owner)!=None)

        if(playerpawn(owner).viewtarget==None)
         pawn(Owner).ViewRotation=CurrentRotation;
        else
         pawn(Owner).ViewRotation=playerpawn(owner).viewtarget.Rotation;
      }
     }
     if(stationarycontroller!=None) {
      if(bControllerActive) {
       owner.setrotation(currentrotation);
       if(PlayerPawn(owner)==None) {
        owner.setcollision(false,true,true);
    //    owner.SetLocation(currentlocation);
       }
       owner.bForcePhysicsUpdate=true;
       owner.acceleration=vect(0,0,0);
       owner.velocity=vect(0,0,0);
       owner.SetPhysics(PHYS_MovingBrush);
       owner.movesmooth(currentlocation-owner.location);
      }
      stationarycontroller.setlocation(currentlocation);
      stationarycontroller.setrotation(currentrotation);
      if(StationaryController!=None) {
       if(!stationarycontroller.StillBeingHeld(pawn(owner))) {
        if(!bControllerActive) {
          DropFrom(location);
        }
       }
      }
     }
    }
    // Controllers don't respawn - but stationary controllers leave one copy for checking if they are still in reach
    function inventory SpawnCopy( pawn Other )
    {
    	local inventory Copy;

    	Copy = self;

    	Copy.RespawnTime = 0.0;
    	Copy.bHeldItem = true;
    	Copy.GiveTo( Other );
    	if(bStationaryController) {
    	 StationaryController=spawn(class'SFVehicleControlRefCpy');
    	 StationaryController.bStationaryController=true;
    	 StationaryController.GotoState('ReferenceLocation');
    	 StationaryController.drawtype = DT_None;
    	 StationaryController.SetCollision(true,false,false);
    	 StationaryController.SetCollisionSize(collisionradius,collisionheight);
    	}
    	return Copy;
    }

    function bool FindAmmo(class AmmoName, int count) // gets ammo from controlling player
    {
     local Ammo AmmoType;
     local Pickup PickupType;

     if(bPlayerGivesAmmo==false)
      return false;

     if ( AmmoName == None )
      return false;

     AmmoType = Ammo(pawn(Owner).FindInventoryType(AmmoName));
     if ( AmmoType != None )
      return AmmoType.UseAmmo(count);

     return false;
    }

    //MWP:begin
    // overridable function to ask the inventory object to draw its StatusIcon
    simulated function DrawStatusIconAt( canvas Canvas, int X, int Y, optional float Scale )
    {
    	if( Scale == 0.0 )
    		Scale = 1.0;
    	Canvas.SetPos( X, Y );
    	Canvas.DrawIcon( StatusIcon, Scale );

    }
    //MWP:end

    simulated function PostRender(canvas  Canvas)

    {
     if(SFVehicleHUD==None)
      return;

     SFVehicleHUD.PostRender(Canvas);
    }

    function BallisticCalculation(float latitude,float longitude,float altitude,out float Yaw,out float HighTraj,out float flighttime)
    {
     local SFVehicle Drv;

     if ( ControlledTag != '' )
    		foreach AllActors( class 'SFVehicle', Drv, BallisticsTag )
    		{
    			if (Drv != None) {
    			 if(Drv.CurrentController==Self && Drv.bDoesBallisticCalculation) {
     			  Drv.BallisticCalculation(latitude,longitude,altitude,Yaw,hightraj,flighttime);
     			  return;
     			 }
    			}
    		}
    }

    state ReferenceLocation {
     ignores Touch;
    }

    // Attempts to find a direct route to a destination
    // If not available, will try to concatenate paths, depth first (probably slooooooooow)
    // (Prime candidate for DLL implementation I'd say)
    // Return value: number of paths that need to be followed to get there (1 for direct route, 0 for no route)
    function int FindRouteTo(vector start,vector destination, out SFVehiclePathNode startnode, out int EndSequence, float maxdistance,optional int depth)
    {
     local actor node;
     local SFVehiclePathNode destnode, possiblestartnode;
     local int dummyendsequence,childpathcount;
     local bool PathOK;

     startnode=None;

     locationholder.setlocation(start);

     foreach locationholder.RadiusActors(class'SFVehiclePathNode',possiblestartnode,maxdistance) {
      PathOK=false;
      switch(VehicleType) {
       case Boat:
        if(possiblestartnode.class==class'SFVehiclePathNodeWater')
         PathOK=true;
        break;
       case Hovercraft:
        if(possiblestartnode.class==class'SFVehiclePathNodeWater')
         PathOK=true;
        if(possiblestartnode.class==class'SFVehiclePathNodeLand')
         PathOK=true;
        break;

       case Airplane:
       case Helicopter:
        if(possiblestartnode.class==class'SFVehiclePathNodeAir')
         PathOK=true;
        break;
       case Car:
       case Tank:
        if(possiblestartnode.class==class'SFVehiclePathNodeLand')
         PathOK=true;
        break;
       default:
        break;
      }
      if(PathOK) {
       foreach AllActors(possiblestartnode.class,node,possiblestartnode.tag) {
        if(VSize(node.location-destination)<=maxdistance) {// direct route to destination
         EndSequence=SFVehiclePathNode(node).sequence;
         startnode=possiblestartnode;
         return 1;
        }
       }
       if(depth<6) { // Maximum of 6 paths
        foreach AllActors(possiblestartnode.class,node,possiblestartnode.tag) {
         ChildPathCount=FindRouteTo(node.location,destination,destnode,dummyendsequence,maxdistance,depth+1);
         if(ChildPathCount>0) {
          EndSequence=SFVehiclePathNode(node).sequence;
          startnode=possiblestartnode;
          return ChildPathCount+1;
         }
        }
       }
      }
     }
     return 0;
    }

    function bool AimTurret(actor target,vector targetlocation,vector targetvelocity,bool leadtarget) // aim the turret at the target
    {
     local float requiredyaw,requiredpitch;
     local float flighttime;
     local rotator requiredrot;
     local vector HitLocation,HitNormal;

     flighttime=0;
     if(ballisticstag!='') {
      BallisticCalculation(TargetLocation.X,TargetLocation.Y,TargetLocation.Z,requiredyaw,requiredpitch,flighttime);
      // lead the target
      if(leadtarget)
       BallisticCalculation(TargetLocation.X+targetvelocity.X*flighttime,TargetLocation.Y+targetvelocity.X*flighttime,Target.Location.Y+target.velocity.Z*flighttime,requiredyaw,requiredpitch,flighttime);
     }
     else {
      requiredrot=rotator(targetlocation-reportedturretlocation);
      requiredyaw=normalizeangle(requiredrot.yaw);
      requiredpitch=normalizeangle(requiredrot.pitch);
     }
     CtlaTurretTurn=normalizeangle(requiredyaw+Frand()*BotInaccuracy-normalizeangle(reportedturretrotation.yaw));
     CtlaTurretUp=normalizeangle(requiredpitch+Frand()*BotInaccuracy-normalizeangle(reportedturretrotation.pitch));

     if(   abs(CtlaTurretTurn)<botinaccuracy
        && abs(CtlaTurretUp)<botinaccuracy) {
      if(target==None)
       return true;
      if(target==Trace(HitLocation,HitNormal,target.location+target.velocity*flighttime,vector(reportedturretrotation)*100+reportedturretlocation,true)) // clear shot
       return true;
     }
     return false;
    }

    function bool MoveVehicle(vector DesiredLocation)
    {
     local float requiredyaw,requiredpitch;
     local float flighttime;
     local vector distvect,velocityvect;

     distvect=DesiredLocation-ReportedVehicleLocation;
     requiredyaw=normalizeangle(rotator(distvect).Yaw);
     requiredpitch=normalizeangle(rotator(distvect).pitch);
     distvect=VirtualLocation(distvect,reportedvehiclerotation);
     velocityvect=VirtualLocation(reportedvehiclevelocity,reportedvehiclerotation);

     switch(VehicleType) {
      case airplane:
       CtlaVehicleTurn=normalizeangle(requiredyaw-normalizeangle(reportedvehiclerotation.yaw))/0.2;
       CtlaVehicleUp=normalizeangle(requiredyaw-normalizeangle(reportedvehiclerotation.yaw))/0.2;
       CtlaVehicleSpeedControl=16384;
       if(frontclearance<reportedspeed*2.0) { // i.e. if collision is imminent within 2 seconds
        if(leftclearance>rightclearance) {   // pull to the left and up
         CtlaVehicleTurn=16384;
         CtlaVehicleUp=16384;
        }
        else {                               // pull to the right and up
         CtlaVehicleTurn=-16384;
         CtlaVehicleUp=16384;
        }
       }
       break;

      case Helicopter:
       if(bTurretAvailable || sqrt(square(velocityvect.X)+square(velocityvect.Y))>75 && VSize(distvect)<1000) {
        requiredyaw=reportedvehiclerotation.yaw; // don't turn if it is faster to reverse
       }

       if(!bTurretAvailable && abs(velocityvect.X)<100 && abs(normalizeangle(requiredyaw-normalizeangle(reportedvehiclerotation.yaw)))>64) {
        CtlaTurretTurn=normalizeangle(requiredyaw-normalizeangle(reportedvehiclerotation.yaw))/0.2;
        CtlaVehicleTurn=(distvect.Y-velocityvect.Y)*10.0;

       }
       if(abs(distvect.Z)>30 && (sqrt(square(distvect.Y)+square(distvect.X))<100 || (abs(distvect.Z)>120 && (distvect.Z>0 || abs(distvect.Z)>sqrt(square(distvect.Y)+square(distvect.X))/5.0)))) { // i.e. if we're above the destination or far away
        CtlaVehicleUp=distvect.Z*20.0;
       }
       else {
        CtlaVehicleUp=-velocityvect.Z*100; // compensate for translational lift
        if(abs(velocityvect.X)>100 && !bTurretAvailable)
         CtlaVehicleTurn=normalizeangle(requiredyaw-normalizeangle(reportedvehiclerotation.yaw))/0.2;

        if(!bTurretAvailable)    // not using tail rotor at speed
         CtlaTurretTurn=0;

    //    CtlaVehicleSpeedControl=MIN(MAX((distvect.X*10-velocityvect.X/4)*200.0,-5000.0),5000.0);

         if(distvect.X<-8000 && abs(distvect.Z)<20)
          CtlaVehicleSpeedControl=(-1400.0-velocityvect.X)*200.0;
         else
         if(distvect.X<-1000 && abs(distvect.Z)<20)
          CtlaVehicleSpeedControl=(-250.0-velocityvect.X)*400.0;
         else
         if(distvect.X<0 && velocityvect.X<distvect.X)
          CtlaVehicleSpeedControl=(-40.0-velocityvect.X)*200.0;
         else
         if(distvect.X<0)
          CtlaVehicleSpeedControl=(-velocityvect.X)*200.0;
         else
         if(distvect.X<1000 && velocityvect.X>distvect.X)
          CtlaVehicleSpeedControl=(-velocityvect.X)*200.0;
         else
         if(distvect.X<1000 || abs(distvect.Z)>20)
          CtlaVehicleSpeedControl=(40.0-velocityvect.X)*200.0;
         else
         if(distvect.X<8000)
          CtlaVehicleSpeedControl=(250.0-velocityvect.X)*400.0;
         else
          CtlaVehicleSpeedControl=(1400.0-velocityvect.X)*200.0;
       }

       if(frontclearance<velocityvect.X)
        CtlaVehicleSpeedControl-=velocityvect.X*2;
       if(-backclearance>velocityvect.X)
        CtlaVehicleSpeedControl-=velocityvect.X*2;

       if(rightclearance<velocityvect.Y)
        CtlaVehicleTurn-=velocityvect.Y*2;
       if(-leftclearance>velocityvect.Y)
        CtlaVehicleTurn-=velocityvect.Y*2;

       if(topclearance<velocityvect.Z)
        CtlaVehicleUp-=velocityvect.Z*2;
       if(-bottomclearance>velocityvect.Z)

        CtlaVehicleUp-=velocityvect.Z*2;

       break;
      case HoverCraft:
       CtlaVehicleTurn=normalizeangle(requiredyaw-normalizeangle(reportedvehiclerotation.yaw))/0.2;
       CtlaVehicleUp=normalizeangle(requiredyaw-normalizeangle(reportedvehiclerotation.yaw))/0.2;
       if(abs(CtlaVehicleTurn)<1024)
        CtlaVehicleSpeedControl=MAX(distvect.X*10.0,8192);
       else
        CtlaVehicleSpeedControl=0;
       break;
      case Tank: // tank can turn in-place
       CtlaVehicleTurn=normalizeangle(requiredyaw-normalizeangle(reportedvehiclerotation.yaw))/0.2;
       if(abs(CtlaVehicleTurn)<1024) {
        if(distvect.X>1000)
         CtlaVehicleSpeedControl=16384;
        else
         CtlaVehicleSpeedControl=8192;
       }
       else
        CtlaVehicleSpeedControl=0;

       if(frontclearance<velocityvect.X)
        CtlaVehicleSpeedControl-=velocityvect.X*2;
       if(-backclearance>velocityvect.X)
        CtlaVehicleSpeedControl-=velocityvect.X*2;
       break;
      case Car:  // cars and boats need some forward or backward motion in order to turn
      case Boat:
       CtlaVehicleSpeedControl=MAX(distvect.X*10.0,8192);
       if(frontclearance>=backclearance) {
        CtlaVehicleTurn=normalizeangle(requiredyaw-normalizeangle(reportedvehiclerotation.yaw))/0.2;
        if(abs(CtlaVehicleTurn)>2048)
         CtlaVehicleSpeedControl /= 2.0;
       }
       else { // when reversing, reverse steering to continue turning in the same direction
        CtlaVehicleSpeedControl=-CtlaVehicleSpeedControl;
        CtlaVehicleTurn=-normalizeangle(requiredyaw-normalizeangle(reportedvehiclerotation.yaw))/0.2;
        if(abs(CtlaVehicleTurn)>2048)
         CtlaVehicleSpeedControl /= 2.0;
       }
       if(frontclearance<velocityvect.X)
        CtlaVehicleSpeedControl-=velocityvect.X*2;
       if(-backclearance>velocityvect.X)
        CtlaVehicleSpeedControl-=velocityvect.X*2;
       break;
      case stationary:
       break;
      default:
       break;
     }

     if(VSize(distvect)<300)
      return true;

     return false;
    }

    // Note: this can only be used with a SFVehicleCameraComponent
    // Also, if there is no viewfromtag, the bot should use its own vision check
    function bool TargetVisibleFromVehicle(actor target)
    {
     local SFVehicleCameraComponent cam;
     local rotator relativeangle;
     local vector Hitlocation,Hitnormal;

     cam=SFVehicleCameraComponent(ViewTarget);

     if(cam!=None) {
      if(VSize(target.location-cam.location)<=cam.viewrange) {
       relativeangle=rotator(target.location-cam.location)-cam.rotation;
       if(abs(normalizeangle(relativeangle.pitch))*180.0/32768.0<=cam.ViewFOV/2.0
        &&abs(normalizeangle(relativeangle.yaw))*180.0/32768.0<=cam.ViewFOV/2.0) {
        if(Trace(HitLocation,HitNormal,target.location,cam.location,true)==target)
         return true;
       }
      }
     }
     return false;
    }

    simulated function bool CheckWaypoint(SFVehiclepathnode pn)
    {
     local vector distvect;

     distvect=pn.location-reportedvehiclelocation;
     if(abs(distvect.Z)<=pn.collisionheight && sqrt(square(distvect.X) + square(distvect.Y))<=pn.collisionradius) {
      return true;
     }
     return false;
    }

    simulated function Tick(float DeltaTime)
    {
     local SFVehiclepathnode pn;
     local vector distvect;
     local float bestdist;
     local SFVehiclepathnode bestact;

     if(StationaryController!=None) { // basically stick to the original location even when not attached to a SFVehicle
      UpdateLocation();
     }
     if(waypointtag!='') {
      lastchecked+=deltatime;
      if(lastchecked>=0.1) {
       lastchecked=0;
       bestdist=65535;
       bestact=None;
       foreach allactors(class'SFVehiclePathNode',pn,waypointtag) {
        distvect=pn.location-reportedvehiclelocation;
        if(VSize(distvect)<bestdist && checkwaypoint(pn)) {
         bestdist=VSize(distvect);
         bestact=pn;
        }
       }
       if(bestact!=None)
        LastWaypoint=bestact;
      }
     }
    }

    event float BotDesireability( pawn Bot )   // this is used by the standard PickDestination functions for bots
    {
     return -1;                                // driver bots will call ratecontroller instead
    }

    function float ratecontroller(pawn Bot)
    {
     local float desirabilityfactor;

     if(bPlayersOnly)
      return 0;

     desirabilityfactor=1.0;

     if(bTurretAvailable) // Oh yeah!
      desirabilityfactor=2.0;

     switch(VehicleType) {
      case boat:    // generally less desirable because of speed/manouvrability
       return 0.3*desirabilityfactor*MaxDesireability;
      case car:
       return 0.4*desirabilityfactor*MaxDesireability;
      case helicopter:
       return 0.5*desirabilityfactor*MaxDesireability;
      case airplane:
       return 0.5*desirabilityfactor*MaxDesireability;
      case hovercraft:
       return 0.4*desirabilityfactor*MaxDesireability;
      case tank:
       return 0.5*desirabilityfactor*MaxDesireability;
      case stationary:
       if(bTurretAvailable) // Oh yeah!
        return 0.8*desirabilityfactor*MaxDesireability;
       return 0.0; // Don't want to control something that doesn't do anything
      case crane: // Crane is a utility object
       return 0.0;
      default: // if not known, we probably don't want it
       return 0.0;
     }
     return 0.0;
    }

    // Overwrite to allow the controller to be hidden in-game
    function BecomePickup()
    {
    	if ( Physics != PHYS_Falling )
    		RemoteRole    = ROLE_SimulatedProxy;
    	Mesh          = PickupViewMesh;
    	DrawScale     = PickupViewScale;
    	bOnlyOwnerSee = false;
    	bCarriedItem  = false;
    	NetPriority   = 1.4;
    	SetCollision( true, false, false );
    }

    defaultproperties
    {
         ControlFactor=5.000000
         ControlledTag=SFVehicle
         RadarRange=5000.000000
         SFVehicleHUDType=Class'SFVehicle.SFVehicleHUD'
         BotInaccuracy=128.000000
         SuggestedMission=Roam
         ItemDescription="vehicle description here"
         ItemIcon=None
         bIsActiveItem=True
         bManualPickup=True
         bCanActivate=True
         bAutoActivate=True
         bActivatable=True
         bDisplayableInv=True
         PickupMessage="None"
         ItemName="Vehicle"
         PickupViewScale=0.000000
         MaxDesireability=5.000000
         bNoDelete=True
         bAlwaysRelevant=True
         bDirectional=True
         Mesh=LodMesh'SFScoutBot.SFBotRemote'
         DrawScale=3.000000
         bIsItemGoal=False
         bTravel=False
         CollisionRadius=15.000000
         CollisionHeight=15.000000
         NetPriority=8.000000
    }

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