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https://github.com/nillerusr/source-engine.git
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314 lines
11 KiB
C++
314 lines
11 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef VEHICLE_BASE_H
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#define VEHICLE_BASE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "vphysics/vehicles.h"
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#include "iservervehicle.h"
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#include "fourwheelvehiclephysics.h"
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#include "props.h"
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#include "vehicle_sounds.h"
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#include "phys_controller.h"
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#include "entityblocker.h"
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#include "vehicle_baseserver.h"
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#include "vehicle_viewblend_shared.h"
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class CNPC_VehicleDriver;
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class CFourWheelVehiclePhysics;
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class CPropVehicleDriveable;
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class CSoundPatch;
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// the tires are considered to be skidding if they have sliding velocity of 10 in/s or more
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const float DEFAULT_SKID_THRESHOLD = 10.0f;
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//-----------------------------------------------------------------------------
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// Purpose: Four wheel physics vehicle server vehicle
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//-----------------------------------------------------------------------------
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class CFourWheelServerVehicle : public CBaseServerVehicle
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{
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DECLARE_CLASS( CFourWheelServerVehicle, CBaseServerVehicle );
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// IServerVehicle
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public:
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virtual ~CFourWheelServerVehicle( void )
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{
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}
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CFourWheelServerVehicle( void );
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virtual bool IsVehicleUpright( void );
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virtual bool IsVehicleBodyInWater( void );
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virtual void GetVehicleViewPosition( int nRole, Vector *pOrigin, QAngle *pAngles, float *pFOV = NULL );
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IPhysicsVehicleController *GetVehicleController();
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const vehicleparams_t *GetVehicleParams( void );
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const vehicle_controlparams_t *GetVehicleControlParams( void );
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const vehicle_operatingparams_t *GetVehicleOperatingParams( void );
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// NPC Driving
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void NPC_SetDriver( CNPC_VehicleDriver *pDriver );
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void NPC_DriveVehicle( void );
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CPropVehicleDriveable *GetFourWheelVehicle( void );
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bool GetWheelContactPoint( int nWheelIndex, Vector &vecPos );
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public:
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virtual void SetVehicle( CBaseEntity *pVehicle );
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void InitViewSmoothing( const Vector &vecStartOrigin, const QAngle &vecStartAngles );
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bool IsPassengerEntering( void );
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bool IsPassengerExiting( void );
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DECLARE_SIMPLE_DATADESC();
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private:
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CFourWheelVehiclePhysics *GetFourWheelVehiclePhysics( void );
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ViewSmoothingData_t m_ViewSmoothing;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Base class for four wheel physics vehicles
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//-----------------------------------------------------------------------------
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class CPropVehicle : public CBaseProp, public CDefaultPlayerPickupVPhysics
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{
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DECLARE_CLASS( CPropVehicle, CBaseProp );
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public:
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CPropVehicle();
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virtual ~CPropVehicle();
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void SetVehicleType( unsigned int nVehicleType ) { m_nVehicleType = nVehicleType; }
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unsigned int GetVehicleType( void ) { return m_nVehicleType; }
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// CBaseEntity
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void Spawn( void );
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virtual int Restore( IRestore &restore );
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void VPhysicsUpdate( IPhysicsObject *pPhysics );
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void DrawDebugGeometryOverlays();
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int DrawDebugTextOverlays();
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void Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity );
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virtual void Think( void );
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CFourWheelVehiclePhysics *GetPhysics( void ) { return &m_VehiclePhysics; }
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CBasePlayer *HasPhysicsAttacker( float dt );
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void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
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Vector GetSmoothedVelocity( void ); //Save and update our smoothed velocity for prediction
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virtual void DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles ) {}
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// Inputs
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void InputThrottle( inputdata_t &inputdata );
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void InputSteering( inputdata_t &inputdata );
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void InputAction( inputdata_t &inputdata );
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void InputHandBrakeOn( inputdata_t &inputdata );
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void InputHandBrakeOff( inputdata_t &inputdata );
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DECLARE_DATADESC();
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#ifdef HL2_EPISODIC
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void AddPhysicsChild( CBaseEntity *pChild );
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void RemovePhysicsChild( CBaseEntity *pChild );
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#endif //HL2_EPISODIC
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protected:
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// engine sounds
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void SoundInit();
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void SoundShutdown();
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void SoundUpdate( const vehicle_operatingparams_t ¶ms, const vehicleparams_t &vehicle );
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void CalcWheelData( vehicleparams_t &vehicle );
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void ResetControls();
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// Upright strength of the controller (angular limit)
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virtual float GetUprightStrength( void ) { return 8.0f; }
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virtual float GetUprightTime( void ) { return 5.0f; }
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protected:
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CFourWheelVehiclePhysics m_VehiclePhysics;
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unsigned int m_nVehicleType;
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string_t m_vehicleScript;
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#ifdef HL2_EPISODIC
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CUtlVector<EHANDLE> m_hPhysicsChildren; // List of entities who wish to get physics callbacks from the vehicle
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#endif //HL2_EPISODIC
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private:
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Vector m_vecSmoothedVelocity;
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CHandle<CBasePlayer> m_hPhysicsAttacker;
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float m_flLastPhysicsInfluenceTime;
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};
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//=============================================================================
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// NPC Passenger Carrier interface
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class INPCPassengerCarrier
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{
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public:
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virtual bool NPC_CanEnterVehicle( CAI_BaseNPC *pPassenger, bool bCompanion ) = 0;
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virtual bool NPC_CanExitVehicle( CAI_BaseNPC *pPassenger, bool bCompanion ) = 0;
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virtual bool NPC_AddPassenger( CAI_BaseNPC *pPassenger, string_t strRoleName, int nSeatID ) = 0;
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virtual bool NPC_RemovePassenger( CAI_BaseNPC *pPassenger ) = 0;
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virtual void NPC_FinishedEnterVehicle( CAI_BaseNPC *pPassenger, bool bCompanion ) = 0;
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virtual void NPC_FinishedExitVehicle( CAI_BaseNPC *pPassenger, bool bCompanion ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Drivable four wheel physics vehicles
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//-----------------------------------------------------------------------------
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class CPropVehicleDriveable : public CPropVehicle, public IDrivableVehicle, public INPCPassengerCarrier
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{
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DECLARE_CLASS( CPropVehicleDriveable, CPropVehicle );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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public:
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CPropVehicleDriveable( void );
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~CPropVehicleDriveable( void );
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virtual void Precache( void );
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virtual void Spawn( void );
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virtual int Restore( IRestore &restore );
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virtual void OnRestore();
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virtual void CreateServerVehicle( void );
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virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_IMPULSE_USE; };
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virtual void GetVectors(Vector* pForward, Vector* pRight, Vector* pUp) const;
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virtual void VehicleAngleVectors( const QAngle &angles, Vector *pForward, Vector *pRight, Vector *pUp );
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virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual void Think( void );
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virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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virtual void Event_KilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info );
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// Vehicle handling
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virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
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virtual int VPhysicsGetObjectList( IPhysicsObject **pList, int listMax );
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// Inputs
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void InputLock( inputdata_t &inputdata );
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void InputUnlock( inputdata_t &inputdata );
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void InputTurnOn( inputdata_t &inputdata );
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void InputTurnOff( inputdata_t &inputdata );
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// Locals
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void ResetUseKey( CBasePlayer *pPlayer );
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// Driving
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void DriveVehicle( CBasePlayer *pPlayer, CUserCmd *ucmd ); // Player driving entrypoint
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virtual void DriveVehicle( float flFrameTime, CUserCmd *ucmd, int iButtonsDown, int iButtonsReleased ); // Driving Button handling
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virtual bool IsOverturned( void );
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virtual bool IsVehicleBodyInWater( void ) { return false; }
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// Engine handling
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void StartEngine( void );
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void StopEngine( void );
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bool IsEngineOn( void );
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// IDrivableVehicle
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public:
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virtual CBaseEntity *GetDriver( void );
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virtual void ItemPostFrame( CBasePlayer *pPlayer ) { return; }
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virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
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virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData ) { return; }
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virtual void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) { return; }
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virtual bool CanEnterVehicle( CBaseEntity *pEntity );
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virtual bool CanExitVehicle( CBaseEntity *pEntity );
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virtual void SetVehicleEntryAnim( bool bOn ) { m_bEnterAnimOn = bOn; }
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virtual void SetVehicleExitAnim( bool bOn, Vector vecEyeExitEndpoint ) { m_bExitAnimOn = bOn; if ( bOn ) m_vecEyeExitEndpoint = vecEyeExitEndpoint; }
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virtual void EnterVehicle( CBaseCombatCharacter *pPassenger );
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virtual bool AllowBlockedExit( CBaseCombatCharacter *pPassenger, int nRole ) { return true; }
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virtual bool AllowMidairExit( CBaseCombatCharacter *pPassenger, int nRole ) { return false; }
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virtual void PreExitVehicle( CBaseCombatCharacter *pPassenger, int nRole ) {}
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virtual void ExitVehicle( int nRole );
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virtual string_t GetVehicleScriptName() { return m_vehicleScript; }
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virtual bool PassengerShouldReceiveDamage( CTakeDamageInfo &info ) { return true; }
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// If this is a vehicle, returns the vehicle interface
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virtual IServerVehicle *GetServerVehicle() { return m_pServerVehicle; }
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protected:
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virtual bool ShouldThink() { return ( GetDriver() != NULL ); }
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inline bool HasGun();
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void DestroyServerVehicle();
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// Contained IServerVehicle
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CFourWheelServerVehicle *m_pServerVehicle;
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COutputEvent m_playerOn;
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COutputEvent m_playerOff;
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COutputEvent m_pressedAttack;
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COutputEvent m_pressedAttack2;
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COutputFloat m_attackaxis;
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COutputFloat m_attack2axis;
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CNetworkHandle( CBasePlayer, m_hPlayer );
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public:
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CNetworkVar( int, m_nSpeed );
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CNetworkVar( int, m_nRPM );
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CNetworkVar( float, m_flThrottle );
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CNetworkVar( int, m_nBoostTimeLeft );
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CNetworkVar( int, m_nHasBoost );
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CNetworkVector( m_vecEyeExitEndpoint );
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CNetworkVector( m_vecGunCrosshair );
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CNetworkVar( bool, m_bUnableToFire );
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CNetworkVar( bool, m_bHasGun );
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CNetworkVar( bool, m_nScannerDisabledWeapons );
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CNetworkVar( bool, m_nScannerDisabledVehicle );
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// NPC Driver
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CHandle<CNPC_VehicleDriver> m_hNPCDriver;
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EHANDLE m_hKeepUpright;
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// --------------------------------
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// NPC Passengers
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public:
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virtual bool NPC_CanEnterVehicle( CAI_BaseNPC *pPassenger, bool bCompanion );
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virtual bool NPC_CanExitVehicle( CAI_BaseNPC *pPassenger, bool bCompanion );
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virtual bool NPC_AddPassenger( CAI_BaseNPC *pPassenger, string_t strRoleName, int nSeatID );
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virtual bool NPC_RemovePassenger( CAI_BaseNPC *pPassenger );
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virtual void NPC_FinishedEnterVehicle( CAI_BaseNPC *pPassenger, bool bCompanion ) {}
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virtual void NPC_FinishedExitVehicle( CAI_BaseNPC *pPassenger, bool bCompanion ) {}
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// NPC Passengers
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// --------------------------------
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bool IsEnterAnimOn( void ) { return m_bEnterAnimOn; }
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bool IsExitAnimOn( void ) { return m_bExitAnimOn; }
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const Vector &GetEyeExitEndpoint( void ) { return m_vecEyeExitEndpoint; }
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protected:
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// Entering / Exiting
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bool m_bEngineLocked; // Mapmaker override on whether the vehicle's allowed to be turned on/off
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bool m_bLocked;
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float m_flMinimumSpeedToEnterExit;
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CNetworkVar( bool, m_bEnterAnimOn );
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CNetworkVar( bool, m_bExitAnimOn );
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// Used to turn the keepupright off after a short time
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float m_flTurnOffKeepUpright;
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float m_flNoImpactDamageTime;
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};
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inline bool CPropVehicleDriveable::HasGun()
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{
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return m_bHasGun;
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}
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#endif // VEHICLE_BASE_H
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