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Author SHA1 Message Date
Stefan MaierandClaude Opus 5.5 770f8881e0 At the wheel, the right trigger is the throttle and the left the brake
Holding a Warthog's wheel, the triggers drive as the left stick pushed up
or down would (backwards once stopped), unless the stick is pushed further;
they neither fire nor hold a grenade then.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 13:50:41 +02:00
Stefan MaierandClaude Opus 5.5 38ab192749 Steer a Warthog by its wheel with the hands
At an open vehicle's wheel, a hand that grips near it (where the driver's
drawn hands hold it) takes hold, and the hands turn it about its column:
both by the line between them, one about the wheel's middle. Turned
vr.vehicle_wheel_degrees (90) either way it steers fully; let go, the right
stick steers as before. Holding the wheel, the right grip is no melee.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 13:00:26 +02:00
Stefan Maier 6299503191 Merge branch 'feature/bots-team' 2026-10-03 11:10:25 +02:00
Stefan MaierandClaude Opus 5.5 c5d86c8d8b Bots spread out about their objective and keep to it
Each bot has a direction of its own (the golden angle on from the last):
far from a shared goal (the enemy's flag, the ball, the hill) it comes by
a way of its own, out to its side of the straight way, straight only for
the last 10 world units; holding a place it takes a spot of its own: on
the hill, about its flag's stand (every other guard ahead of it towards
the enemy's), about a teammate it escorts. With no way to its spot it
takes the point itself. A bot with an objective no longer leaves it in a
fight for a weapon close by.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 10:55:28 +02:00
Stefan MaierandClaude Opus 5.5 1c8e651bb1 Bots play with their team
In a game of teams a bot holds its fire while a teammate stands in the
line of it (and steps aside for a clear shot), takes on first the enemies
near its teammates (people above all), escorts a teammate carrying the
enemy's flag or the ball a few world units off on its own side, and, with
nothing to do, every other bot keeps near the nearest person on its team.
A goal it finds no way to three times running (a person up where only a
teleporter goes, a thing out of reach) is given up for a while, and a
roaming bot then goes somewhere near at random.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 10:41:08 +02:00
8 changed files with 582 additions and 24 deletions

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+333 -22
View File
@@ -32,6 +32,12 @@ In the objective games a bot plays for the objective, fighting on the way:
- king of the hill: to the hill, and around in it;
- oddball: to the ball (taken as a weapon is), hunting whoever carries it;
with it, away from the enemy, striking those who come near.
In a game of teams a bot plays with its team: it holds its fire while a
teammate is in the line of it, takes on first the enemies near its
teammates (people above all), escorts a teammate who carries the enemy's
flag or the ball, and, with nothing to do, every other bot keeps near the
nearest person on its team.
*/
#include "cseries.h"
@@ -111,6 +117,12 @@ struct bot
real sidestep;
/* whether it walks to a point this tick (not only weaving in a fight) */
boolean walking;
/* the paths to its goal not found in a row, and goals given up for a
while on that account: following a person, a thing to pick up */
short path_failures;
long follow_again_time;
long ignored_item_index;
long ignored_item_time;
real wander_yaw;
short weave_phase;
/* where it is going, and the way there */
@@ -127,6 +139,8 @@ struct bot
/* the objective, as it played it this tick: where it goes, whom it
hunts first, and whether it carries the flag or ball (no firing) */
boolean has_objective;
/* the objective is a place to hold (the hill, its own flag's stand) */
boolean holding;
real_point3d objective;
long objective_unit_index;
boolean carrying;
@@ -232,6 +246,124 @@ static boolean bot_can_see(
from, &vector, unit_index, &collision);
}
/* ---------- the team */
/* whether a player is a person (on a machine of its own, not a bot's) */
static boolean bot_player_is_person(
struct player_datum const *player)
{
return !network_game_server_is_bot_machine(player->network_player_data.machine_index);
}
/* how much nearer an enemy at this point counts for being near the bot's
teammates: up to 10 world units for one by a person, 6 by a bot */
static real bot_threat_to_team(
struct player_datum const *player,
real_point3d const *enemy)
{
real threat = 0.0f;
short index;
for (index = 0; index < MAXIMUM_TRACKED_PLAYERS; index++)
{
struct player_datum *mate = distributed_player(index);
long unit_index;
real_point3d head;
real distance;
real most;
if (!mate || mate == player || mate->team_index != player->team_index)
continue;
unit_index = distributed_living_unit(mate);
if (unit_index == NONE)
continue;
unit_get_camera_position(unit_index, &head);
distance = distance3d(enemy, &head);
most = bot_player_is_person(mate) ? 10.0f : 6.0f;
if (distance < 12.0f)
threat = MAX(threat, most * (1.0f - distance / 12.0f));
}
return threat;
}
/* whether a teammate stands in the line of fire to a point (nearer than
it, within 0.8 world units of the line) */
static boolean bot_teammate_in_line(
struct player_datum const *player,
real_point3d const *eye,
real_point3d const *target)
{
real_vector3d line;
real length;
short index;
if (!game_engine_has_teams())
return FALSE;
vector_from_points3d(eye, target, &line);
length = magnitude3d(&line);
if (length < 0.01f)
return FALSE;
for (index = 0; index < MAXIMUM_TRACKED_PLAYERS; index++)
{
struct player_datum *mate = distributed_player(index);
long unit_index;
real_point3d center;
real_vector3d offset;
real along;
real_point3d nearest;
if (!mate || mate == player || mate->team_index != player->team_index)
continue;
unit_index = distributed_living_unit(mate);
if (unit_index == NONE)
continue;
unit_get_camera_position(unit_index, &center);
center.z -= 0.25f;
vector_from_points3d(eye, &center, &offset);
along = dot_product3d(&offset, &line) / length;
if (along <= 0.0f || along >= length)
continue;
nearest.x = eye->x + line.i * along / length;
nearest.y = eye->y + line.j * along / length;
nearest.z = eye->z + line.k * along / length;
if (distance3d(&nearest, &center) < 0.8f)
return TRUE;
}
return FALSE;
}
/* the nearest person on the bot's team, alive (NONE: none) */
static long bot_nearest_person(
struct player_datum const *player,
real_point3d const *position)
{
long best = NONE;
real best_distance = 40.0f;
short index;
for (index = 0; index < MAXIMUM_TRACKED_PLAYERS; index++)
{
struct player_datum *mate = distributed_player(index);
long unit_index;
real_point3d origin;
real distance;
if (!mate || mate == player || mate->team_index != player->team_index || !bot_player_is_person(mate))
continue;
unit_index = distributed_living_unit(mate);
if (unit_index == NONE)
continue;
object_get_origin(unit_index, &origin);
distance = distance3d(position, &origin);
if (distance < best_distance)
{
best_distance = distance;
best = unit_index;
}
}
return best;
}
/* the nearest enemy unit the bot can see, or NONE */
static long bot_find_target(
struct player_datum const *player,
@@ -256,6 +388,11 @@ static long bot_find_target(
continue;
unit_get_camera_position(unit_index, &head);
distance = distance3d(eye, &head);
if (distance >= bots.sight_range)
continue;
/* (one near a teammate counts as nearer: helped first) */
if (teams)
distance -= bot_threat_to_team(player, &head);
if (distance < best_distance && bot_can_see(player->unit_index, eye, &head))
{
best = unit_index;
@@ -299,6 +436,7 @@ static boolean bot_find_path(
if (goal_surface == NONE)
{
bots.fail_goal++;
bot->path_failures++;
return FALSE;
}
/* (a little wider than a biped: paths that keep off walls and corners) */
@@ -333,9 +471,11 @@ static boolean bot_find_path(
bot->path.valid = FALSE;
bots.paths_failed++;
bots.fail_search++;
bot->path_failures++;
return FALSE;
}
bots.paths_found += bot->path.valid != FALSE;
bot->path_failures = 0;
return bot->path.valid;
}
@@ -776,6 +916,88 @@ static boolean bots_ctf_base(
return FALSE;
}
/* near a teammate who carries something, a few world units off on the bot's
side of it (an escort, not on the carrier's heels) */
static void bot_escort_point(
real_point3d const *position,
real_point3d const *carried,
real_point3d *point)
{
real dx = position->x - carried->x;
real dy = position->y - carried->y;
real length = (real)sqrt(dx * dx + dy * dy);
*point = *carried;
if (length > 0.01f)
{
point->x += dx / length * 2.5f;
point->y += dy / length * 2.5f;
}
}
/* Bots with one place to go spread out: each has a direction of its own
(the golden angle on from the last bot's), a place of its own about a
point to hold, and comes to a point from far off by a way of its own,
wide of the others', going straight to it only for the last stretch. */
static real bot_spread_angle(
long player_index)
{
return (real)DATUM_INDEX_TO_ABSOLUTE_INDEX(player_index) * 2.39996f;
}
/* the bot's place about a point (radius: world units) */
static void bot_spot_around(
real_point3d const *center,
long player_index,
real radius,
real_point3d *spot)
{
real angle = bot_spread_angle(player_index);
*spot = *center;
spot->x += (real)cos(angle) * radius;
spot->y += (real)sin(angle) * radius;
}
/* its place about a point, or the point itself when there is no way to the
place (in a wall, past a ledge) */
static void bot_hold_spot(
struct bot const *bot,
real_point3d const *center,
real radius,
real_point3d *spot)
{
if (bot->path_failures >= 3)
*spot = *center;
else
bot_spot_around(center, bot->player_index, radius, spot);
}
/* where it heads for a point from where it is: from far off, out to a side
of the straight way (its own side and width), in from 10 world units */
static void bot_approach(
struct bot const *bot,
real_point3d const *position,
real_point3d const *goal,
real_point3d *point)
{
long index = DATUM_INDEX_TO_ABSOLUTE_INDEX(bot->player_index);
real dx = goal->x - position->x;
real dy = goal->y - position->y;
real distance = (real)sqrt(dx * dx + dy * dy);
real side = (index & 1 ? 1.0f : -1.0f) * (3.0f + (real)((index >> 1) % 3) * 1.5f);
real share;
*point = *goal;
/* (no way to the side: straight) */
if (distance < 10.0f || bot->path_failures >= 2)
return;
share = MIN((distance - 10.0f) / 10.0f, 1.0f);
point->x += -dy / distance * side * share;
point->y += dx / distance * side * share;
}
/* what the objective asks of the bot now (bot->has_objective and the rest) */
static void bot_play_objective_now(
struct bot *bot,
@@ -809,6 +1031,7 @@ static void bot_play_objective_now(
short index;
bot->has_objective = FALSE;
bot->holding = FALSE;
bot->objective_unit_index = NONE;
bot->carrying = FALSE;
if (type == game_engine_king)
@@ -823,13 +1046,12 @@ static void bot_play_objective_now(
dx = center.x - position->x;
dy = center.y - position->y;
bot->has_objective = TRUE;
bot->objective = center;
/* (on the hill: about in it, not on its middle) */
if (dx * dx + dy * dy < 1.5f * 1.5f)
{
bot->objective.x += (real)cos(bot->weave_phase * 0.05f) * 1.0f;
bot->objective.y += (real)sin(bot->weave_phase * 0.05f) * 1.0f;
}
bot->holding = TRUE;
/* (near: a place of its own on the hill; far: a way of its own) */
if (dx * dx + dy * dy < 6.0f * 6.0f)
bot_hold_spot(bot, &center, 1.2f, &bot->objective);
else
bot_approach(bot, position, &center, &bot->objective);
}
return;
}
@@ -876,23 +1098,42 @@ static void bot_play_objective_now(
bot->objective = own->position;
return;
}
/* (every third guards its own) */
/* (every third guards its own: about the stand, or, every other one
of them, ahead of it towards the enemy's) */
if ((DATUM_INDEX_TO_ABSOLUTE_INDEX(player_index) % 3) == 2 && bots_ctf_base(player->team_index, &base))
{
real_point3d enemy_base;
bot->has_objective = TRUE;
bot->objective = base;
if (distance3d(position, &base) < 4.0f)
bot->holding = TRUE;
if (((DATUM_INDEX_TO_ABSOLUTE_INDEX(player_index) / 3) & 1) &&
bots_ctf_base((player->team_index + 1) % 2, &enemy_base))
{
bot->objective.x += (real)cos(bot->weave_phase * 0.03f) * 3.0f;
bot->objective.y += (real)sin(bot->weave_phase * 0.03f) * 3.0f;
real dx = enemy_base.x - base.x;
real dy = enemy_base.y - base.y;
real length = (real)sqrt(dx * dx + dy * dy);
bot->objective = base;
if (length > 0.01f)
{
bot->objective.x += dx / length * 7.0f;
bot->objective.y += dy / length * 7.0f;
}
}
else
{
bot_hold_spot(bot, &base, 3.0f, &bot->objective);
}
return;
}
/* theirs: to take it, or to cover its carrier */
/* theirs: to take it, or to escort the teammate carrying it */
if (enemy)
{
bot->has_objective = TRUE;
bot->objective = enemy->position;
if (enemy->carrier_player_index != NONE)
bot_hold_spot(bot, &enemy->position, 3.0f, &bot->objective);
else
bot_approach(bot, position, &enemy->position, &bot->objective);
}
return;
}
@@ -911,13 +1152,20 @@ static void bot_play_objective_now(
bot->carrying = TRUE;
return;
}
/* (one a teammate carries: not to be chased) */
/* (one a teammate carries: escorted, not chased) */
if (item->carrier_player_index != NONE && game_engine_has_teams())
{
struct player_datum *carrier = player_try_and_get(item->carrier_player_index);
if (carrier && carrier->team_index == player->team_index)
{
if (!nearest)
{
bot->has_objective = TRUE;
bot_hold_spot(bot, &item->position, 3.0f, &bot->objective);
}
continue;
}
}
distance = distance3d(position, &item->position);
if (distance < nearest_distance)
@@ -929,7 +1177,7 @@ static void bot_play_objective_now(
if (nearest)
{
bot->has_objective = TRUE;
bot->objective = nearest->position;
bot_approach(bot, position, &nearest->position, &bot->objective);
if (nearest->carrier_player_index != NONE)
{
struct player_datum *carrier = player_try_and_get(nearest->carrier_player_index);
@@ -976,6 +1224,7 @@ static void bot_think(
real wanted_yaw;
real wanted_pitch = 0.0f;
boolean firing = FALSE;
boolean following = FALSE;
real moved;
csmemset(action, 0, sizeof(*action));
@@ -1097,13 +1346,13 @@ static void bot_think(
}
bot->weave_phase++;
/* (a good weapon or powerup close by: taken in the fight too) */
if (!bot->carrying && (game_time_get() - bot->item_look_time >= ITEM_LOOK_TICKS / 2 ||
if (!bot->carrying && !bot->has_objective && (game_time_get() - bot->item_look_time >= ITEM_LOOK_TICKS / 2 ||
game_time_get() < bot->item_look_time))
{
bot->item_look_time = game_time_get();
bot->item_index = bot_find_item(unit, &position, 10.0f, 4.0f);
}
if (bot->item_index != NONE && !bot->carrying && object_try_and_get(bot->item_index) &&
if (bot->item_index != NONE && !bot->carrying && !bot->has_objective && object_try_and_get(bot->item_index) &&
bot_item_worth(unit, bot->item_index) > 0.0f)
{
real_point3d item_position;
@@ -1153,6 +1402,13 @@ static void bot_think(
firing = !bot->carrying && distance < BOT_FIRE_RANGE &&
fabsf(bot_angle_difference(wanted_yaw, bot->yaw)) < BOT_FIRE_CONE &&
fabsf(wanted_pitch - bot->pitch) < BOT_FIRE_CONE;
/* (a teammate in the line of fire: held, and a step aside for a
clear shot) */
if (firing && bot_teammate_in_line(player, &eye, &head))
{
firing = FALSE;
action->throttle.j = (bot->weave_phase / 30) & 1 ? 1.0f : -1.0f;
}
/* (a melee blow when it is upon it) */
if (distance < 1.0f)
SET_FLAG(action->control_flags, _unit_control_use_equipment_bit, TRUE);
@@ -1201,6 +1457,8 @@ static void bot_think(
long item = bot_find_item(unit, &position, BOT_ITEM_RANGE, 0.0f);
bot->item_look_time = game_time_get();
if (item == bot->ignored_item_index && game_time_get() - bot->ignored_item_time < 600)
item = NONE;
if (item != bot->item_index)
{
bot->item_index = item;
@@ -1215,8 +1473,16 @@ static void bot_think(
}
if (bot->item_index != NONE && !bot->has_objective)
{
/* (taken or gone: on) */
if (!object_try_and_get(bot->item_index) || bot_item_worth(unit, bot->item_index) <= 0.0f)
/* (taken or gone, or no way to it: on) */
if (bot->path_failures >= 3)
{
bot->ignored_item_index = bot->item_index;
bot->ignored_item_time = game_time_get();
bot->path_failures = 0;
bot->item_index = NONE;
bot->has_goal = FALSE;
}
else if (!object_try_and_get(bot->item_index) || bot_item_worth(unit, bot->item_index) <= 0.0f)
{
bot->item_index = NONE;
bot->has_goal = FALSE;
@@ -1229,12 +1495,56 @@ static void bot_think(
bot_take_item(bot, player, unit, action);
}
}
/* (in a team, every other bot with nothing to do keeps near the
nearest person on its team) */
following = FALSE;
if (bot->item_index == NONE && !bot->has_objective && game_engine_has_teams() &&
(DATUM_INDEX_TO_ABSOLUTE_INDEX(bot->player_index) & 1) == 0 &&
game_time_get() >= bot->follow_again_time)
{
long person = bot_nearest_person(player, &position);
if (person != NONE)
{
real_point3d origin;
following = TRUE;
object_get_origin(person, &origin);
/* (near: where it is, not on top of them) */
if (distance3d(&position, &origin) > 6.0f)
bot_escort_point(&position, &origin, &bot->goal);
else
bot->goal = position;
bot->has_goal = TRUE;
bot->goal_time = game_time_get();
/* (no way to them, as up where only a teleporter goes: not for
ten seconds) */
if (bot->path_failures >= 3)
{
bot->follow_again_time = game_time_get() + 300;
bot->path_failures = 0;
following = FALSE;
}
}
}
/* hunts, or roams: along its way, looking where it goes */
if (bot->item_index == NONE && !bot->has_objective &&
(!bot->has_goal || game_time_get() - bot->goal_time > 90 ||
if (bot->item_index == NONE && !bot->has_objective && !following &&
(!bot->has_goal || game_time_get() - bot->goal_time > 90 || bot->path_failures >= 3 ||
distance3d(&position, &bot->goal) < BOT_GOAL_RADIUS))
{
boolean unreachable = bot->path_failures >= 3;
bot_choose_goal(bot, player, &position);
/* (no way to the last: somewhere near at random instead) */
if (unreachable)
{
real angle = bot_random() * 2.0f * _pi;
bot->goal = position;
bot->goal.x += (real)cos(angle) * 6.0f;
bot->goal.y += (real)sin(angle) * 6.0f;
}
bot->path_failures = 0;
}
wanted_yaw = bot->wander_yaw;
if (bot_next_point(bot, player->unit_index, &position, &point))
@@ -1363,6 +1673,7 @@ static struct bot *bot_get(
free_bot->player_index = player_index;
free_bot->target_unit_index = NONE;
free_bot->item_index = NONE;
free_bot->ignored_item_index = NONE;
}
return free_bot;
}
+5
View File
@@ -190,6 +190,11 @@ enum
};
void halo_vr_set_seat(short local_player_index, int seat, int armed, float vehicle_yaw);
void halo_vr_set_seat_frame(short local_player_index, float vehicle_yaw);
/* At an open vehicle's wheel (a Warthog's), each frame (render.c): the
driver's hands on it as drawn (world units, from the game's camera), or
NULL; the player's own hands turn it. And whether they hold it. */
void halo_vr_set_wheel(short local_player_index, const float left[3], const float right[3]);
int halo_vr_wheel_held(void);
/* whether a seated player's view stays in first person (director.c) */
int halo_vr_vehicle_first_person(void);
/* VR test aid (debug.vehicle_spawn): both sticks held in for a moment asks
+7
View File
@@ -221,6 +221,13 @@ static const struct config_setting config_settings[] =
{ "vr.vehicle_pitch_degrees", _config_real, "45", "HALO_VR_VEHICLE_PITCH", _environment_value, _platform_android,
"Driving, the right stick pushed fully up or down aims this many degrees\n"
"above or below the horizon (a Banshee climbs or dives)." },
{ "vr.vehicle_wheel", _config_boolean, "true", "HALO_VR_VEHICLE_WHEEL", _environment_value, _platform_android,
"At an open vehicle's wheel (a Warthog's), grip it with one hand or both and\n"
"turn it to steer, the right trigger the throttle and the left the brake;\n"
"let go, and the right stick steers." },
{ "vr.vehicle_wheel_degrees", _config_real, "90", "HALO_VR_VEHICLE_WHEEL_DEGREES", _environment_value,
_platform_android,
"The wheel turned this many degrees either way steers fully." },
{ "vr.comfort_vignette", _config_real, "0.7", "HALO_VR_COMFORT_VIGNETTE", _environment_value, _platform_android,
"How far the view darkens from its edges while a vehicle turns you\n"
"(0 never, 1 to a small window)." },
+158 -1
View File
@@ -107,6 +107,16 @@ static struct
float vehicle_steer_angle; /* radians */
float vehicle_gun_steer_angle; /* radians: steering that aims guns too */
float vehicle_pitch_angle;
/* the wheel of an open vehicle (a Warthog's: wheel_update) */
int vehicle_wheel; /* vr.vehicle_wheel: the hands turn it */
float vehicle_wheel_angle; /* radians: turned this far, it steers fully */
int wheel_valid; /* where it is, as last drawn */
float wheel_hands_drawn[2][3]; /* the driver's drawn hands on it, from the camera (world units) */
int wheel_held[HALO_XR_HAND_COUNT];
int wheel_hands; /* the hands that held it last frame (bits) */
float wheel_reference; /* their turn about the column last frame */
float wheel_turn; /* the wheel's turn (radians, anticlockwise as the driver sees it) */
int wheel_logged;
float vehicle_steer_curve; /* the stick's deflection to this power */
float vehicle_steer_smoothing; /* seconds */
float steer[2]; /* the steering as smoothed: aside, up (-1..1) */
@@ -455,6 +465,10 @@ void halo_vr_initialize(void)
vr.vehicle_steer_angle = (float)config_real("vr.vehicle_steer_degrees") * PI / 180.0f;
vr.vehicle_gun_steer_angle = (float)config_real("vr.vehicle_gun_steer_degrees") * PI / 180.0f;
vr.vehicle_pitch_angle = (float)config_real("vr.vehicle_pitch_degrees") * PI / 180.0f;
vr.vehicle_wheel = config_boolean("vr.vehicle_wheel");
vr.vehicle_wheel_angle = (float)config_real("vr.vehicle_wheel_degrees") * PI / 180.0f;
if (vr.vehicle_wheel_angle < 10.0f * PI / 180.0f)
vr.vehicle_wheel_angle = 10.0f * PI / 180.0f;
vr.vehicle_steer_curve = (float)config_real("vr.vehicle_steer_curve");
vr.vehicle_steer_smoothing = (float)config_real("vr.vehicle_steer_smoothing");
vr.comfort_vignette = (float)config_real("vr.comfort_vignette");
@@ -557,7 +571,8 @@ static void grenade_update(void)
const struct halo_xr_hand *hand = &vr.frame.hands[HALO_XR_HAND_LEFT];
unsigned long long now = now_us();
int valid = hand->active && (hand->flags & HALO_XR_POSE_VALID);
int held = valid && vr.last_overlay_mode != HALO_XR_OVERLAY_SCREEN &&
/* (at a wheel the left trigger brakes: xinput_sdl.c) */
int held = valid && vr.last_overlay_mode != HALO_XR_OVERLAY_SCREEN && !vr.wheel_hands &&
hand->trigger > (vr.grenade_held ? 0.2f : 0.3f);
int count = vr.grenade_sample_count;
@@ -737,7 +752,9 @@ static void melee_update(void)
continue;
}
/* (a grenade's throw is not a blow) */
/* (nor is turning the wheel) */
if (vr.hand_last_valid[hand] && seconds > 0.0f && seconds < 0.1f && vr.melee_swing_speed > 0.0f &&
!vr.wheel_held[hand] &&
vr.last_overlay_mode != HALO_XR_OVERLAY_SCREEN && now >= vr.melee_ready_us &&
!(hand == HALO_XR_HAND_LEFT && (vr.grenade_held || now - vr.grenade_released_us < 500000)))
{
@@ -823,6 +840,138 @@ static void turn_update(void)
seat_body();
}
/* At an open vehicle's wheel (a Warthog's, vr.vehicle_wheel), a hand that
grips near it takes hold of it, and the hands turn it about its column: both
by the line between them, one about the wheel's middle. Where it is, the
driver's hands as drawn hold it (halo_vr_set_wheel); its column runs from
there back towards the driver, tipped up WHEEL_COLUMN_TILT. Held, its turn
steers (halo_vr_aim); let go, the right stick does. */
#define WHEEL_REACH 0.35f /* metres from its middle */
#define WHEEL_COLUMN_TILT (45.0f * PI / 180.0f) /* from the horizontal */
static void wheel_release(void)
{
int hand;
for (hand = 0; hand < HALO_XR_HAND_COUNT; hand++)
vr.wheel_held[hand] = 0;
vr.wheel_hands = 0;
}
static void wheel_update(void)
{
static const float local_up[3] = { 0.0f, 1.0f, 0.0f };
float world[3], centre[3], forward_game[3], forward[3], column[3], up[3], side[3], line[3];
float heading = seat_heading(), along, angle;
int hand, axis, hands = 0;
if (vr.seat_mode != HALO_VR_SEAT_STEER || !vr.vehicle_wheel || !vr.wheel_valid || !vr.frame.focused ||
vr.last_overlay_mode == HALO_XR_OVERLAY_SCREEN)
{
wheel_release();
return;
}
for (axis = 0; axis < 3; axis++)
{
world[axis] = vr.game_camera[axis] +
(vr.wheel_hands_drawn[0][axis] + vr.wheel_hands_drawn[1][axis]) * 0.5f;
}
world_to_local(world, centre);
if (!vr.wheel_logged)
{
float apart[3];
for (axis = 0; axis < 3; axis++)
apart[axis] = (vr.wheel_hands_drawn[0][axis] - vr.wheel_hands_drawn[1][axis]) * METRES_PER_WORLD_UNIT;
platform_log("VR: wheel at %.2f %.2f %.2f (LOCAL), the hands %.2f m apart", centre[0], centre[1], centre[2],
sqrtf(apart[0] * apart[0] + apart[1] * apart[1] + apart[2] * apart[2]));
vr.wheel_logged = 1;
}
/* its column, and the wheel's up and left about it */
forward_game[0] = cosf(heading);
forward_game[1] = sinf(heading);
forward_game[2] = 0.0f;
game_to_local(forward_game, forward);
for (axis = 0; axis < 3; axis++)
column[axis] = -forward[axis] * cosf(WHEEL_COLUMN_TILT) + local_up[axis] * sinf(WHEEL_COLUMN_TILT);
along = local_up[0] * column[0] + local_up[1] * column[1] + local_up[2] * column[2];
for (axis = 0; axis < 3; axis++)
up[axis] = local_up[axis] - column[axis] * along;
normalize3(up);
cross3(column, up, side);
for (hand = 0; hand < HALO_XR_HAND_COUNT; hand++)
{
const struct halo_xr_hand *state = &vr.frame.hands[hand];
float apart[3];
if (!state->active || !(state->flags & HALO_XR_POSE_VALID) || state->squeeze < 0.35f)
{
vr.wheel_held[hand] = 0;
continue;
}
if (!vr.wheel_held[hand])
{
for (axis = 0; axis < 3; axis++)
apart[axis] = state->grip.position[axis] - centre[axis];
if (state->squeeze < 0.6f ||
sqrtf(apart[0] * apart[0] + apart[1] * apart[1] + apart[2] * apart[2]) > WHEEL_REACH)
{
continue;
}
vr.wheel_held[hand] = 1;
host_xr_haptic(hand, 0.3f, 0.05f);
}
hands |= 1 << hand;
}
if (!hands)
{
vr.wheel_hands = 0;
return;
}
/* the hands' turn about the column */
for (axis = 0; axis < 3; axis++)
{
line[axis] = hands == ((1 << HALO_XR_HAND_LEFT) | (1 << HALO_XR_HAND_RIGHT)) ?
vr.frame.hands[HALO_XR_HAND_LEFT].grip.position[axis] -
vr.frame.hands[HALO_XR_HAND_RIGHT].grip.position[axis] :
vr.frame.hands[hands & (1 << HALO_XR_HAND_LEFT) ? HALO_XR_HAND_LEFT : HALO_XR_HAND_RIGHT]
.grip.position[axis] - centre[axis];
}
angle = atan2f(line[0] * side[0] + line[1] * side[1] + line[2] * side[2],
line[0] * up[0] + line[1] * up[1] + line[2] * up[2]);
if (!vr.wheel_hands)
{
/* taken hold of: turned as far as it steers now */
vr.wheel_turn = -vr.steer[0] * vr.vehicle_wheel_angle;
}
else if (hands == vr.wheel_hands)
{
vr.wheel_turn += wrap_angle(angle - vr.wheel_reference);
}
if (vr.wheel_turn > vr.vehicle_wheel_angle)
vr.wheel_turn = vr.vehicle_wheel_angle;
if (vr.wheel_turn < -vr.vehicle_wheel_angle)
vr.wheel_turn = -vr.vehicle_wheel_angle;
vr.wheel_reference = angle;
vr.wheel_hands = hands;
}
void halo_vr_set_wheel(short local_player_index, const float left[3], const float right[3])
{
if (!vr.active || local_player_index != 0)
return;
vr.wheel_valid = left && right;
if (!vr.wheel_valid)
return;
memcpy(vr.wheel_hands_drawn[0], left, sizeof(vr.wheel_hands_drawn[0]));
memcpy(vr.wheel_hands_drawn[1], right, sizeof(vr.wheel_hands_drawn[1]));
}
int halo_vr_wheel_held(void)
{
return vr.active && vr.wheel_hands != 0;
}
/* The comfort vignette: while a vehicle turns the player (from 15 degrees a
second, fully at 60), the eye images darken from their edges; it comes in
quickly and goes slowly. */
@@ -1043,6 +1192,7 @@ void halo_vr_frame_begin(void)
vr_recentre();
}
turn_update();
wheel_update();
vignette_update();
vehicle_spawn_update();
look_update();
@@ -1394,6 +1544,13 @@ int halo_vr_aim(short local_player_index, float current_yaw, float current_pitch
amount = amount > 0.0f ? powf(amount > 1.0f ? 1.0f : amount, vr.vehicle_steer_curve) : 0.0f;
if (stick[axis] < 0.0f)
amount = -amount;
if (axis == 0 && vr.wheel_hands)
{
/* (the hands on the wheel steer, as they turn it: clockwise
to the right) */
vr.steer[0] = -vr.wheel_turn / vr.vehicle_wheel_angle;
continue;
}
vr.steer[axis] += (amount - vr.steer[axis]) * blend;
}
/* (a Ghost or a Banshee aims its guns as it steers: less, finer) */
+16 -1
View File
@@ -540,12 +540,17 @@ In play, laid out for VR shooters rather than by position:
right stick turns (vr.c); click zooms left stick move; click crouches
menu pause (start)
Holding a Warthog's wheel (vr.c), the right trigger is the throttle and the
left one the brake (backwards, once stopped): the left stick pushed up or
down as far, unless it is pushed further.
In the menus the buttons are the Xbox's by position: A accepts, B goes back. */
#include "guest_host.h"
#include "halo_xr_abi.h"
int halo_vr_controllers(struct halo_xr_hand hands[HALO_XR_HAND_COUNT], int *menus);
int halo_vr_wheel_held(void);
static SHORT vr_stick(float value)
{
@@ -577,6 +582,14 @@ static void vr_gamepad_state(XINPUT_GAMEPAD *pad)
pad->bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER] = (BYTE)(right->trigger * 255.0f);
if ((BYTE)(left->trigger * 255.0f) > pad->bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER])
pad->bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER] = (BYTE)(left->trigger * 255.0f);
if (!menus && halo_vr_wheel_held())
{
/* at the wheel: the triggers drive, and neither fire nor throw */
pad->bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER] = 0;
pad->bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER] = 0;
value = vr_stick(right->trigger - left->trigger);
if (abs(value) > abs(pad->sThumbLY)) pad->sThumbLY = value;
}
if (menus)
{
/* the right stick scrolls too; turning is off in the menus */
@@ -592,7 +605,9 @@ static void vr_gamepad_state(XINPUT_GAMEPAD *pad)
}
merge_button(pad, XINPUT_GAMEPAD_A, (right->buttons & HALO_XR_BUTTON_A) != 0);
merge_button(pad, XINPUT_GAMEPAD_X, (left->buttons & HALO_XR_BUTTON_A) != 0);
merge_button(pad, XINPUT_GAMEPAD_B, (right->buttons & HALO_XR_BUTTON_SQUEEZE) != 0 || halo_vr_melee());
/* (the grips holding a Warthog's wheel are not a blow) */
merge_button(pad, XINPUT_GAMEPAD_B,
((right->buttons & HALO_XR_BUTTON_SQUEEZE) != 0 && !halo_vr_wheel_held()) || halo_vr_melee());
merge_button(pad, XINPUT_GAMEPAD_Y, (left->buttons & HALO_XR_BUTTON_B) != 0);
{
/* B: a tap is the flashlight, holding it switches grenades; the
+17
View File
@@ -667,8 +667,25 @@ static void render_vr_player_frame(
long vehicle_index = unit_index == NONE ? NONE : object_get(unit_index)->object.parent_object_index;
real_matrix4x3 *nodes = vehicle_index == NONE ? NULL : render_interpolation_object_node_matrices(vehicle_index);
real_point3d left_hand;
real_point3d right_hand;
if (nodes)
halo_vr_set_seat_frame(window->local_player_index, (float)atan2(nodes[0].forward.j, nodes[0].forward.i));
if (nodes && render_object_vr_wheel_hands(unit_index, &left_hand, &right_hand))
{
/* (at a wheel: the hands that hold it) */
float left[3] = { left_hand.x - game_position[0], left_hand.y - game_position[1],
left_hand.z - game_position[2] };
float right[3] = { right_hand.x - game_position[0], right_hand.y - game_position[1],
right_hand.z - game_position[2] };
halo_vr_set_wheel(window->local_player_index, left, right);
}
else
{
halo_vr_set_wheel(window->local_player_index, NULL, NULL);
}
}
if (halo_vr_multiview())
{
+5
View File
@@ -154,6 +154,11 @@ boolean render_object_vr_seated_body(
long object_index);
boolean render_object_vr_at_controls(
long object_index);
/* at an open wheel (a Warthog's), where its drawn hands hold it */
boolean render_object_vr_wheel_hands(
long object_index,
real_point3d *left,
real_point3d *right);
#endif
void render_objects(
void);
+41
View File
@@ -509,6 +509,47 @@ boolean render_object_vr_seated_body(
vehicle_vr_encloses_riders(object->object.parent_object_index));
}
/* at an open wheel (a Warthog's): where the driver's hands hold it, as the
seat's animation has them this frame (vr.c: the player's own hands turn
it) */
boolean render_object_vr_wheel_hands(
long object_index,
real_point3d *left,
real_point3d *right)
{
struct object_datum *object;
struct model *model;
real_matrix4x3 *nodes;
short node_index;
short left_index = NONE;
short right_index = NONE;
if (!render_object_vr_seated_body(object_index))
return FALSE;
object = object_get(object_index);
if (!TEST_FLAG(_object_mask_vehicle, object_get(object->object.parent_object_index)->object.type))
return FALSE;
model = model_definition_get(object_definition_get(object->definition_index)->object.model.index);
nodes = render_interpolation_object_node_matrices(object_index);
if (!nodes)
nodes = object_get_node_matrices(object_index);
for (node_index = 0; node_index < model->nodes.count; node_index++)
{
char const *name = TAG_BLOCK_GET_ELEMENT(&model->nodes, node_index, struct model_node)->name;
size_t length = strlen(name);
if (length >= 6 && !strcmp(name + length - 6, "l hand"))
left_index = node_index;
if (length >= 6 && !strcmp(name + length - 6, "r hand"))
right_index = node_index;
}
if (left_index == NONE || right_index == NONE)
return FALSE;
*left = nodes[left_index].position;
*right = nodes[right_index].position;
return TRUE;
}
/* its node matrices with the head's shrunk to nothing, which takes the
helmet out of the eyes' way */
static real_matrix4x3 *object_vr_headless_node_matrices(