mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
444 lines
10 KiB
C++
444 lines
10 KiB
C++
|
#include "cbase.h"
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
#include "tier3/tier3.h"
|
||
|
#include "iviewrender.h"
|
||
|
#include "inputsystem/iinputsystem.h"
|
||
|
#include "vgui/IInputInternal.h"
|
||
|
#include "c_basecombatweapon.h"
|
||
|
#include "c_baseplayer.h"
|
||
|
#include "haptics/ihaptics.h"
|
||
|
#include "hud_macros.h"
|
||
|
#include "iclientvehicle.h"
|
||
|
#include "c_prop_vehicle.h"
|
||
|
#include "prediction.h"
|
||
|
#include "activitylist.h"
|
||
|
#ifdef TERROR
|
||
|
#include "ClientTerrorPlayer.h"
|
||
|
#endif
|
||
|
extern vgui::IInputInternal *g_InputInternal;
|
||
|
#else
|
||
|
#include "usermessages.h"
|
||
|
#endif
|
||
|
|
||
|
#include "haptics/haptic_utils.h"
|
||
|
#include "haptics/haptic_msgs.h"
|
||
|
|
||
|
#ifndef TERROR
|
||
|
#ifndef FCVAR_RELEASE
|
||
|
#define FCVAR_RELEASE 0
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
ConVar hap_HasDevice ( "hap_HasDevice", "0", FCVAR_USERINFO/*|FCVAR_HIDDEN*/, "falcon is connected" );
|
||
|
// damage scale on a title basis. Convar referenced in the haptic dll.
|
||
|
#ifdef PORTAL
|
||
|
#define HAP_DEFAULT_DAMAGE_SCALE_GAME "0.75"
|
||
|
#elif TF_CLIENT_DLL
|
||
|
#define HAP_DEFAULT_DAMAGE_SCALE_GAME "0.3"
|
||
|
#else
|
||
|
#define HAP_DEFAULT_DAMAGE_SCALE_GAME "1.0"
|
||
|
#endif
|
||
|
ConVar hap_damagescale_game("hap_damagescale_game", HAP_DEFAULT_DAMAGE_SCALE_GAME);
|
||
|
#undef HAP_DEFAULT_DAMAGE_SCALE_GAME
|
||
|
|
||
|
#endif
|
||
|
|
||
|
void HapticSendWeaponAnim(CBaseCombatWeapon* weapon, int iActivity)
|
||
|
{
|
||
|
//ignore idle
|
||
|
if(iActivity == ACT_VM_IDLE)
|
||
|
return;
|
||
|
|
||
|
#if defined( CLIENT_DLL )
|
||
|
//if(hap_PrintEvents.GetBool())
|
||
|
// Msg("Client Activity :%s %s %s\n",weapon->GetName(),"Activities",VarArgs("%i",iActivity));
|
||
|
if ( weapon->IsPredicted() )
|
||
|
haptics->ProcessHapticWeaponActivity(weapon->GetName(),iActivity);
|
||
|
#else
|
||
|
if( !weapon->IsPredicted() && weapon->GetOwner() && weapon->GetOwner()->IsPlayer())
|
||
|
{
|
||
|
HapticMsg_SendWeaponAnim( ToBasePlayer(weapon->GetOwner()), iActivity );
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
void HapticSetDrag(CBasePlayer* pPlayer, float drag)
|
||
|
{
|
||
|
#ifdef CLIENT_DLL
|
||
|
haptics->SetDrag(drag);
|
||
|
#else
|
||
|
HapticMsg_SetDrag( pPlayer, drag );
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
void HapticsHandleMsg_HapSetDrag( float drag )
|
||
|
{
|
||
|
haptics->SetDrag(drag);
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
void HapticSetConstantForce(CBasePlayer* pPlayer, Vector force)
|
||
|
{
|
||
|
#ifdef CLIENT_DLL
|
||
|
haptics->SetConstantForce(force);
|
||
|
#else
|
||
|
HapticMsg_SetConstantForce( pPlayer, force );
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
|
||
|
#ifndef HAPTICS_TEST_PREFIX
|
||
|
#define HAPTICS_TEST_PREFIX
|
||
|
#endif
|
||
|
static CSysModule *pFalconModule =0;
|
||
|
void ConnectHaptics(CreateInterfaceFn appFactory)
|
||
|
{
|
||
|
bool success = false;
|
||
|
// NVNT load haptics module
|
||
|
pFalconModule = Sys_LoadModule( HAPTICS_TEST_PREFIX HAPTICS_DLL_NAME );
|
||
|
if(pFalconModule)
|
||
|
{
|
||
|
CreateInterfaceFn factory = Sys_GetFactory( pFalconModule );
|
||
|
if(factory)
|
||
|
{
|
||
|
haptics = reinterpret_cast< IHaptics* >( factory( HAPTICS_INTERFACE_VERSION, NULL ) );
|
||
|
if(haptics &&
|
||
|
haptics->Initialize(engine,
|
||
|
view,
|
||
|
g_InputInternal,
|
||
|
gpGlobals,
|
||
|
appFactory,
|
||
|
g_pVGuiInput->GetIMEWindow(),
|
||
|
filesystem,
|
||
|
enginevgui,
|
||
|
ActivityList_IndexForName,
|
||
|
ActivityList_NameForIndex))
|
||
|
{
|
||
|
success = true;
|
||
|
hap_HasDevice.SetValue(1);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if(!success)
|
||
|
{
|
||
|
Sys_UnloadModule(pFalconModule);
|
||
|
pFalconModule = 0;
|
||
|
haptics = new CHapticsStubbed;
|
||
|
}
|
||
|
|
||
|
if(haptics->HasDevice())
|
||
|
{
|
||
|
Assert( (void*)haptics == inputsystem->GetHapticsInterfaceAddress() );
|
||
|
}
|
||
|
HookHapticMessages();
|
||
|
}
|
||
|
|
||
|
void DisconnectHaptics()
|
||
|
{
|
||
|
haptics->ShutdownHaptics();
|
||
|
if(pFalconModule)
|
||
|
{
|
||
|
Sys_UnloadModule(pFalconModule);
|
||
|
pFalconModule = 0;
|
||
|
}else{
|
||
|
// delete the stub.
|
||
|
delete haptics;
|
||
|
}
|
||
|
haptics = NULL;
|
||
|
}
|
||
|
//Might be able to handle this better...
|
||
|
void HapticsHandleMsg_HapSetConst( Vector const &constant )
|
||
|
{
|
||
|
//Msg("__MsgFunc_HapSetConst: %f %f %f\n",constant.x,constant.y,constant.z);
|
||
|
haptics->SetConstantForce(constant);
|
||
|
//C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
|
||
|
}
|
||
|
|
||
|
|
||
|
//Might be able to handle this better...
|
||
|
void HapticsHandleMsg_SPHapWeapEvent( int iActivity )
|
||
|
{
|
||
|
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
|
||
|
C_BaseCombatWeapon* weap = NULL;
|
||
|
if(pPlayer)
|
||
|
weap = pPlayer->GetActiveWeapon();
|
||
|
if(weap)
|
||
|
haptics->ProcessHapticEvent(4,"Weapons",weap->GetName(),"Activities",VarArgs("%i",iActivity));
|
||
|
}
|
||
|
|
||
|
void HapticsHandleMsg_HapPunch( QAngle const &angle )
|
||
|
{
|
||
|
haptics->HapticsPunch(1,angle);
|
||
|
|
||
|
}
|
||
|
#ifdef TERROR
|
||
|
ConVar hap_zombie_damage_scale("hap_zombie_damage_scale", "0.25", FCVAR_RELEASE|FCVAR_NEVER_AS_STRING);
|
||
|
#endif
|
||
|
void HapticsHandleMsg_HapDmg( float pitch, float yaw, float damage, int damageType )
|
||
|
{
|
||
|
if(!haptics->HasDevice())
|
||
|
return;
|
||
|
|
||
|
#ifdef TERROR
|
||
|
C_TerrorPlayer *pPlayer = C_TerrorPlayer::GetLocalTerrorPlayer();
|
||
|
#else
|
||
|
C_BasePlayer *pPlayer = CBasePlayer::GetLocalPlayer();
|
||
|
#endif
|
||
|
|
||
|
if(pPlayer)
|
||
|
{
|
||
|
Vector damageDirection;
|
||
|
|
||
|
damageDirection.x = cos(pitch*M_PI/180.0)*sin(yaw*M_PI/180.0);
|
||
|
damageDirection.y = -sin(pitch*M_PI/180.0);
|
||
|
damageDirection.z = -(cos(pitch*M_PI/180.0)*cos(yaw*M_PI/180.0));
|
||
|
#ifdef TERROR
|
||
|
if(pPlayer->GetTeamNumber()==TEAM_ZOMBIE)
|
||
|
{
|
||
|
damageDirection *= hap_zombie_damage_scale.GetFloat();
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
haptics->ApplyDamageEffect(damage, damageType, damageDirection);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ConVar hap_melee_scale("hap_melee_scale", "0.8", FCVAR_RELEASE|FCVAR_NEVER_AS_STRING);
|
||
|
void HapticsHandleMsg_HapMeleeContact()
|
||
|
{
|
||
|
haptics->HapticsPunch(hap_melee_scale.GetFloat(), QAngle(0,0,0));
|
||
|
}
|
||
|
ConVar hap_noclip_avatar_scale("hap_noclip_avatar_scale", "0.10f", FCVAR_RELEASE|FCVAR_NEVER_AS_STRING);
|
||
|
void UpdateAvatarEffect(void)
|
||
|
{
|
||
|
if(!haptics->HasDevice())
|
||
|
return;
|
||
|
|
||
|
Vector vel;
|
||
|
Vector vvel;
|
||
|
Vector evel;
|
||
|
QAngle eye;
|
||
|
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
|
||
|
if(!pPlayer)
|
||
|
return;
|
||
|
|
||
|
eye = pPlayer->GetAbsAngles();
|
||
|
|
||
|
if(pPlayer->IsInAVehicle() && pPlayer->GetVehicle())
|
||
|
{
|
||
|
pPlayer->GetVehicle()->GetVehicleEnt()->EstimateAbsVelocity(vvel);
|
||
|
eye = pPlayer->GetVehicle()->GetVehicleEnt()->EyeAngles();
|
||
|
|
||
|
if(!Q_stristr(pPlayer->GetVehicle()->GetVehicleEnt()->GetClassname(),"choreo"))
|
||
|
{
|
||
|
eye[YAW] += 90;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
vel = pPlayer->GetAbsVelocity();
|
||
|
}
|
||
|
|
||
|
Vector PlayerVel = pPlayer->GetAbsVelocity();
|
||
|
|
||
|
//Choreo vehicles use player avatar and don't produce their own velocity
|
||
|
if(!pPlayer->GetVehicle() || abs(vvel.Length()) == 0 )
|
||
|
{
|
||
|
vel = PlayerVel;
|
||
|
}
|
||
|
else
|
||
|
vel = vvel;
|
||
|
|
||
|
|
||
|
|
||
|
VectorYawRotate(vel, -90 -eye[YAW], vel );
|
||
|
|
||
|
vel.y = -vel.y;
|
||
|
vel.z = -vel.z;
|
||
|
|
||
|
switch(pPlayer->GetMoveType()) {
|
||
|
case MOVETYPE_NOCLIP:
|
||
|
vel *= hap_noclip_avatar_scale.GetFloat();
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
haptics->UpdateAvatarVelocity(vel);
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#ifndef CLIENT_DLL
|
||
|
void HapticsDamage(CBasePlayer* pPlayer, const CTakeDamageInfo &info)
|
||
|
{
|
||
|
#if !defined(TF_DLL) && !defined(CSTRIKE_DLL)
|
||
|
if(!pPlayer->HasHaptics())
|
||
|
return;// do not send to non haptic users.
|
||
|
|
||
|
Vector DamageDirection(0,0,0);
|
||
|
CBaseEntity *eInflictor = info.GetInflictor();
|
||
|
// Pat: nuero toxix crash fix
|
||
|
if(!eInflictor) {
|
||
|
return;
|
||
|
}
|
||
|
// Player Data
|
||
|
Vector playerPosition = pPlayer->GetLocalOrigin();
|
||
|
Vector inflictorPosition = eInflictor->GetLocalOrigin();
|
||
|
|
||
|
Vector posWithDir = playerPosition + (playerPosition - inflictorPosition);
|
||
|
pPlayer->WorldToEntitySpace(posWithDir, &DamageDirection);
|
||
|
QAngle dir(0,0,0);
|
||
|
VectorAngles(DamageDirection, dir);
|
||
|
float yawAngle = dir[YAW];
|
||
|
float pitchAngle = dir[PITCH];
|
||
|
|
||
|
int bitDamageType = info.GetDamageType();
|
||
|
|
||
|
if(bitDamageType & DMG_FALL)
|
||
|
{
|
||
|
pitchAngle = ((float)-90.0); // coming from beneath
|
||
|
}
|
||
|
else if(bitDamageType & DMG_BURN && (bitDamageType & ~DMG_BURN)==0)
|
||
|
{
|
||
|
// just burn, use the z axis here.
|
||
|
pitchAngle = 0.0;
|
||
|
}
|
||
|
#ifdef TERROR
|
||
|
else if(
|
||
|
(bitDamageType & ( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN ) ) &&
|
||
|
(bitDamageType & ~( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN ) )==0 )
|
||
|
{
|
||
|
// it is time based. and should not really do a punch.
|
||
|
return;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
float sendDamage = info.GetDamage();
|
||
|
|
||
|
if(sendDamage>0.0f)
|
||
|
{
|
||
|
HapticMsg_HapDmg( pPlayer, pitchAngle, -yawAngle, sendDamage, bitDamageType );
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
void HapticPunch(CBasePlayer* pPlayer, float x, float y, float z)
|
||
|
{
|
||
|
HapticMsg_Punch( pPlayer, x, y, z );
|
||
|
}
|
||
|
|
||
|
void HapticMeleeContact(CBasePlayer* pPlayer)
|
||
|
{
|
||
|
HapticMsg_MeleeContact( pPlayer );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
#endif // NOT CLIENT_DLL
|
||
|
|
||
|
void HapticProcessSound(const char* soundname, int entIndex)
|
||
|
{
|
||
|
#ifdef CLIENT_DLL
|
||
|
if (prediction->InPrediction() && prediction->IsFirstTimePredicted())
|
||
|
{
|
||
|
bool local = false;
|
||
|
C_BaseEntity *ent = C_BaseEntity::Instance( entIndex );
|
||
|
if(ent)
|
||
|
local = (entIndex == -1 || ent == C_BasePlayer::GetLocalPlayer() || ent == C_BasePlayer::GetLocalPlayer()->GetActiveWeapon());
|
||
|
|
||
|
haptics->ProcessHapticEvent(2,"Sounds",soundname);
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
|
||
|
// NVNT add || defined(OTHER_DEFINITION) if your game uses vehicles.
|
||
|
#if defined( HL2_CLIENT_DLL )
|
||
|
#define HAPTIC_VEHICLE_DEFAULT "1"
|
||
|
#else
|
||
|
#define HAPTIC_VEHICLE_DEFAULT "0"
|
||
|
#endif
|
||
|
|
||
|
// determines weather the vehicles control box option is faded
|
||
|
ConVar hap_ui_vehicles( "hap_ui_vehicles",
|
||
|
HAPTIC_VEHICLE_DEFAULT,
|
||
|
0
|
||
|
);
|
||
|
|
||
|
#undef HAPTIC_VEHICLE_DEFAULT
|
||
|
|
||
|
void HapticsEnteredVehicle(C_BaseEntity* vehicle, C_BaseCombatCharacter *pPassenger )
|
||
|
{
|
||
|
if(!vehicle)
|
||
|
return;
|
||
|
|
||
|
// NVNT notify haptics system of navigation change.
|
||
|
|
||
|
C_PropVehicleDriveable* drivable = dynamic_cast<C_PropVehicleDriveable*>(vehicle);
|
||
|
bool hasgun = false;
|
||
|
if(drivable)
|
||
|
hasgun = drivable->HasGun();
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
if(Q_stristr(vehicle->GetClassname(),"airboat"))
|
||
|
{
|
||
|
haptics->ProcessHapticEvent(2,"Movement","airboat");
|
||
|
if(hasgun)
|
||
|
haptics->SetNavigationClass("vehicle_gun");
|
||
|
else
|
||
|
haptics->SetNavigationClass("vehicle_airboat");
|
||
|
}
|
||
|
else if(Q_stristr(vehicle->GetClassname(),"jeepepisodic"))
|
||
|
{
|
||
|
haptics->ProcessHapticEvent(2,"Movement","BaseVehicle");
|
||
|
haptics->SetNavigationClass("vehicle_nogun");
|
||
|
}
|
||
|
else if(Q_stristr(vehicle->GetClassname(),"jeep"))
|
||
|
{
|
||
|
haptics->ProcessHapticEvent(2,"Movement","BaseVehicle");
|
||
|
haptics->SetNavigationClass("vehicle_gun");
|
||
|
}
|
||
|
else if(Q_stristr(vehicle->GetClassname(),"choreo"))
|
||
|
{
|
||
|
haptics->ProcessHapticEvent(2,"Movement","ChoreoVehicle");
|
||
|
haptics->SetNavigationClass("vehicle_gun_nofix");//Give this a bit of aiming
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
haptics->ProcessHapticEvent(2,"Movement","BaseVehicle");
|
||
|
haptics->SetNavigationClass("vehicle_nogun");
|
||
|
}
|
||
|
|
||
|
Msg("VehicleType:%s:\n",vehicle->GetClassname());
|
||
|
}
|
||
|
|
||
|
void HapticsExitedVehicle(C_BaseEntity* vehicle, C_BaseCombatCharacter *pPassenger )
|
||
|
{
|
||
|
// NVNT notify haptics system of navigation change.
|
||
|
haptics->SetNavigationClass("on_foot");
|
||
|
haptics->ProcessHapticEvent(2,"Movement","BasePlayer");
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|