source-engine/game/client/Human_Error/c_vehicle_drivable_apc.cpp
2025-02-02 01:43:34 +05:00

470 lines
14 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "c_prop_vehicle.h"
#include "movevars_shared.h"
#include "view.h"
#include "flashlighteffect.h"
#include "c_baseplayer.h"
#include "c_te_effect_dispatch.h"
#include "ammodef.h"
//#include "engine/ivdebugoverlay.h"
#include "datacache/imdlcache.h"
#include "view_scene.h"
//#include "ClientEffectPrecacheSystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar default_fov;
ConVar r_ApcViewBlendTo( "r_DrivableApcViewBlendTo", "1", FCVAR_CHEAT );
ConVar r_ApcViewBlendToScale( "r_DrivableApcViewBlendToScale", "0.03", FCVAR_CHEAT );
ConVar r_ApcViewBlendToTime( "r_DrivableApcViewBlendToTime", "1.5", FCVAR_CHEAT );
ConVar r_ApcFOV( "r_DrivableAPCFOV", "90", FCVAR_CHEAT );
#define APC_DELTA_LENGTH_MAX 12.0f // 1 foot
#define APC_FRAMETIME_MIN 1e-6
#define APC_HEADLIGHT_DISTANCE 1000
extern void HLSS_DrawTargetHud(Vector vecOrigin, C_BasePlayer *pPlayer, C_BaseEntity *pTarget, int iEnemyType);
//=============================================================================
//
// Client-side Drivable APC Class
//
class C_PropDrivableAPC : public C_PropVehicleDriveable
{
DECLARE_CLASS( C_PropDrivableAPC, C_PropVehicleDriveable );
public:
DECLARE_CLIENTCLASS();
DECLARE_INTERPOLATION();
C_PropDrivableAPC();
~C_PropDrivableAPC();
public:
void UpdateViewAngles( C_BasePlayer *pLocalPlayer, CUserCmd *pCmd );
void DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles );
void OnEnteredVehicle( C_BasePlayer *pPlayer );
void Simulate( void );
virtual int GetPrimaryAmmoType() const;
virtual int GetPrimaryAmmoClip() const;
virtual bool PrimaryAmmoUsesClips() const;
virtual int GetPrimaryAmmoCount() const;
//virtual int GetPrimaryAmmoMaxClip();
//virtual int GetPrimaryAmmoMaxCarry();
virtual void DrawHudElements();
private:
void DampenForwardMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime );
void DampenUpMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime );
void ComputePDControllerCoefficients( float *pCoefficientsOut, float flFrequency, float flDampening, float flDeltaTime );
private:
Vector m_vecLastEyePos;
Vector m_vecLastEyeTarget;
Vector m_vecEyeSpeed;
Vector m_vecTargetSpeed;
Color m_cCrosshairColor;
float m_flViewAngleDeltaTime;
float m_flAPCFOV;
CHeadlightEffect *m_pHeadlight;
bool m_bHeadlightIsOn;
int m_iMachineGunBurstLeft;
int m_iRocketSalvoLeft;
bool m_bIsMounted;
CHandle<C_BaseEntity> m_hTarget;
int m_iTargetType;
};
IMPLEMENT_CLIENTCLASS_DT( C_PropDrivableAPC, DT_PropDrivableAPC, CPropDrivableAPC )
RecvPropBool( RECVINFO( m_bHeadlightIsOn ) ),
RecvPropInt( RECVINFO( m_iMachineGunBurstLeft ) ),
RecvPropInt( RECVINFO( m_iRocketSalvoLeft ) ),
RecvPropBool( RECVINFO( m_bIsMounted ) ),
RecvPropEHandle( RECVINFO(m_hTarget) ),
RecvPropInt( RECVINFO( m_iTargetType ) ),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
C_PropDrivableAPC::C_PropDrivableAPC()
{
m_vecEyeSpeed.Init();
m_flViewAngleDeltaTime = 0.0f;
m_pHeadlight = NULL;
m_ViewSmoothingData.flFOV = r_ApcFOV.GetFloat();
m_cCrosshairColor = Color(0,174,160,255);
}
//-----------------------------------------------------------------------------
// Purpose: Deconstructor
//-----------------------------------------------------------------------------
C_PropDrivableAPC::~C_PropDrivableAPC()
{
if ( m_pHeadlight )
{
delete m_pHeadlight;
}
}
void C_PropDrivableAPC::Simulate( void )
{
// The dim light is the flashlight.
if ( m_bHeadlightIsOn )
{
if ( m_pHeadlight == NULL )
{
// Turned on the headlight; create it.
m_pHeadlight = new CHeadlightEffect;
if ( m_pHeadlight == NULL )
return;
m_pHeadlight->TurnOn();
}
QAngle vAngle;
Vector vVector;
Vector vecForward, vecRight, vecUp;
int iAttachment = LookupAttachment( "headlight" );
if ( iAttachment != -1 )
{
GetAttachment( iAttachment, vVector, vAngle );
AngleVectors( vAngle, &vecForward, &vecRight, &vecUp );
m_pHeadlight->UpdateLight( vVector, vecForward, vecRight, vecUp, APC_HEADLIGHT_DISTANCE );
}
}
else if ( m_pHeadlight )
{
// Turned off the flashlight; delete it.
delete m_pHeadlight;
m_pHeadlight = NULL;
}
BaseClass::Simulate();
}
//-----------------------------------------------------------------------------
// Purpose: Blend view angles.
//-----------------------------------------------------------------------------
void C_PropDrivableAPC::UpdateViewAngles( C_BasePlayer *pLocalPlayer, CUserCmd *pCmd )
{
if ( r_ApcViewBlendTo.GetInt() )
{
// Check to see if the mouse has been touched in a bit or that we are not throttling.
if ( ( pCmd->mousedx != 0 || pCmd->mousedy != 0 ) || ( fabsf( m_flThrottle ) < 0.01f ) )
{
m_flViewAngleDeltaTime = 0.0f;
}
else
{
m_flViewAngleDeltaTime += gpGlobals->frametime;
}
if ( m_flViewAngleDeltaTime > r_ApcViewBlendToTime.GetFloat() )
{
// Blend the view angles.
int eyeAttachmentIndex = LookupAttachment( "vehicle_driver_eyes" );
Vector vehicleEyeOrigin;
QAngle vehicleEyeAngles;
GetAttachmentLocal( eyeAttachmentIndex, vehicleEyeOrigin, vehicleEyeAngles );
QAngle outAngles;
InterpolateAngles( pCmd->viewangles, vehicleEyeAngles, outAngles, r_ApcViewBlendToScale.GetFloat() );
pCmd->viewangles = outAngles;
}
}
BaseClass::UpdateViewAngles( pLocalPlayer, pCmd );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PropDrivableAPC::DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles )
{
#ifdef HL2_CLIENT_DLL
// Get the frametime. (Check to see if enough time has passed to warrent dampening).
float flFrameTime = gpGlobals->frametime;
if ( flFrameTime < APC_FRAMETIME_MIN )
{
vecVehicleEyePos = m_vecLastEyePos;
DampenUpMotion( vecVehicleEyePos, vecVehicleEyeAngles, 0.0f );
return;
}
// Keep static the sideways motion.
// Dampen forward/backward motion.
DampenForwardMotion( vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime );
// Blend up/down motion.
DampenUpMotion( vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime );
#endif
}
//-----------------------------------------------------------------------------
// Use the controller as follows:
// speed += ( pCoefficientsOut[0] * ( targetPos - currentPos ) + pCoefficientsOut[1] * ( targetSpeed - currentSpeed ) ) * flDeltaTime;
//-----------------------------------------------------------------------------
void C_PropDrivableAPC::ComputePDControllerCoefficients( float *pCoefficientsOut,
float flFrequency, float flDampening,
float flDeltaTime )
{
float flKs = 9.0f * flFrequency * flFrequency;
float flKd = 4.5f * flFrequency * flDampening;
float flScale = 1.0f / ( 1.0f + flKd * flDeltaTime + flKs * flDeltaTime * flDeltaTime );
pCoefficientsOut[0] = flKs * flScale;
pCoefficientsOut[1] = ( flKd + flKs * flDeltaTime ) * flScale;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PropDrivableAPC::DampenForwardMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime )
{
// vecVehicleEyePos = real eye position this frame
// m_vecLastEyePos = eye position last frame
// m_vecEyeSpeed = eye speed last frame
// vecPredEyePos = predicted eye position this frame (assuming no acceleration - it will get that from the pd controller).
// vecPredEyeSpeed = predicted eye speed
Vector vecPredEyePos = m_vecLastEyePos + m_vecEyeSpeed * flFrameTime;
Vector vecPredEyeSpeed = m_vecEyeSpeed;
// m_vecLastEyeTarget = real eye position last frame (used for speed calculation).
// Calculate the approximate speed based on the current vehicle eye position and the eye position last frame.
Vector vecVehicleEyeSpeed = ( vecVehicleEyePos - m_vecLastEyeTarget ) / flFrameTime;
m_vecLastEyeTarget = vecVehicleEyePos;
if (vecVehicleEyeSpeed.Length() == 0.0)
return;
// Calculate the delta between the predicted eye position and speed and the current eye position and speed.
Vector vecDeltaSpeed = vecVehicleEyeSpeed - vecPredEyeSpeed;
Vector vecDeltaPos = vecVehicleEyePos - vecPredEyePos;
// Forward vector.
Vector vecForward;
AngleVectors( vecVehicleEyeAngles, &vecForward );
float flDeltaLength = vecDeltaPos.Length();
if ( flDeltaLength > APC_DELTA_LENGTH_MAX )
{
// Clamp.
float flDelta = flDeltaLength - APC_DELTA_LENGTH_MAX;
if ( flDelta > 40.0f )
{
// This part is a bit of a hack to get rid of large deltas (at level load, etc.).
m_vecLastEyePos = vecVehicleEyePos;
m_vecEyeSpeed = vecVehicleEyeSpeed;
}
else
{
// Position clamp.
float flRatio = APC_DELTA_LENGTH_MAX / flDeltaLength;
vecDeltaPos *= flRatio;
Vector vecForwardOffset = vecForward * ( vecForward.Dot( vecDeltaPos ) );
vecVehicleEyePos -= vecForwardOffset;
m_vecLastEyePos = vecVehicleEyePos;
// Speed clamp.
vecDeltaSpeed *= flRatio;
float flCoefficients[2];
ComputePDControllerCoefficients( flCoefficients, r_JeepViewDampenFreq.GetFloat(), r_JeepViewDampenDamp.GetFloat(), flFrameTime );
m_vecEyeSpeed += ( ( flCoefficients[0] * vecDeltaPos + flCoefficients[1] * vecDeltaSpeed ) * flFrameTime );
}
}
else
{
// Generate an updated (dampening) speed for use in next frames position prediction.
float flCoefficients[2];
ComputePDControllerCoefficients( flCoefficients, r_JeepViewDampenFreq.GetFloat(), r_JeepViewDampenDamp.GetFloat(), flFrameTime );
m_vecEyeSpeed += ( ( flCoefficients[0] * vecDeltaPos + flCoefficients[1] * vecDeltaSpeed ) * flFrameTime );
// Save off data for next frame.
m_vecLastEyePos = vecPredEyePos;
// Move eye forward/backward.
Vector vecForwardOffset = vecForward * ( vecForward.Dot( vecDeltaPos ) );
vecVehicleEyePos -= vecForwardOffset;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PropDrivableAPC::DampenUpMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime )
{
// Get up vector.
Vector vecUp;
AngleVectors( vecVehicleEyeAngles, NULL, NULL, &vecUp );
vecUp.z = clamp( vecUp.z, 0.0f, vecUp.z );
vecVehicleEyePos.z += r_JeepViewZHeight.GetFloat() * vecUp.z;
// NOTE: Should probably use some damped equation here.
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PropDrivableAPC::OnEnteredVehicle( C_BasePlayer *pPlayer )
{
int eyeAttachmentIndex = LookupAttachment( "vehicle_driver_eyes" );
Vector vehicleEyeOrigin;
QAngle vehicleEyeAngles;
GetAttachment( eyeAttachmentIndex, vehicleEyeOrigin, vehicleEyeAngles );
m_vecLastEyeTarget = vehicleEyeOrigin;
m_vecLastEyePos = vehicleEyeOrigin;
m_vecEyeSpeed = vec3_origin;
}
//-----------------------------------------------------------------------------
// Draws crosshair in the forward direction of the boat
//-----------------------------------------------------------------------------
void C_PropDrivableAPC::DrawHudElements( )
{
BaseClass::DrawHudElements();
MDLCACHE_CRITICAL_SECTION();
CHudTexture *pIcon = NULL;
//pIcon = gHUD.GetIcon( "apc_hud" );
pIcon = gHUD.GetIcon( "gunhair" );
if ( pIcon != NULL )
{
pIcon->EffectiveHeight(0.25f);
pIcon->EffectiveWidth(0.25f);
float x, y;
Vector screen;
x = ScreenWidth()/2;
y = ScreenHeight()/2;
int eyeAttachmentIndex = LookupAttachment( "Muzzle" ); //vehicle_driver_eyes
Vector vehicleEyeOrigin;
QAngle vehicleEyeAngles;
//TERO: attempt to fix the zooming aiming
//float angleFix = (m_hPlayer->GetDefaultFOV() / m_hPlayer->GetFOV()) - 1;
//vehicleEyeAngles.x -= angleFix; // * 0.5;
GetAttachment( eyeAttachmentIndex, vehicleEyeOrigin, vehicleEyeAngles );
// Only worry about yaw.
//vehicleEyeAngles.x = vehicleEyeAngles.z = 0.0f;
Vector vecForward;
AngleVectors( vehicleEyeAngles, &vecForward );
VectorMA( vehicleEyeOrigin, 700.0f, vecForward, vehicleEyeOrigin );
ScreenTransform( vehicleEyeOrigin, screen );
x += 0.5 * screen[0] * ScreenWidth() + 0.5;
y -= 0.5 * screen[1] * ScreenHeight() + 0.5;
x -= pIcon->Width() / 2;
y -= pIcon->Height() / 2;
int r,g,b,a;
if ( m_hTarget )
{
r = (int)Approach( 255, m_cCrosshairColor.r(), 20);
g = (int)Approach( 0, m_cCrosshairColor.g(), 20);
b = (int)Approach( 0, m_cCrosshairColor.b(), 20);
}
else
{
r = (int)Approach( 0, m_cCrosshairColor.r(), 16);
g = (int)Approach( 174, m_cCrosshairColor.g(), 16);
b = (int)Approach( 160, m_cCrosshairColor.b(), 16);
}
if (m_hPlayer->IsZoomed())
{
a = (int)Approach( 0, m_cCrosshairColor.a(), 20);
}
else
{
a = (int)Approach( 255, m_cCrosshairColor.a(), 20);
}
m_cCrosshairColor.SetColor(r,g,b,a);
pIcon->DrawSelf( x, y, m_cCrosshairColor );
}
int eyeAttachmentIndex = LookupAttachment( "vehicle_driver_eyes" );
Vector vecOrigin;
GetAttachment( eyeAttachmentIndex, vecOrigin );
#ifndef EZ // Disabled for now
HLSS_DrawTargetHud(vecOrigin, m_hPlayer, m_hTarget, m_iTargetType);
#endif
}
//-----------------------------------------------------------------------------
// Draws the ammo for the airboat
//-----------------------------------------------------------------------------
int C_PropDrivableAPC::GetPrimaryAmmoType() const
{
int nAmmoType = GetAmmoDef()->Index( "CombineCannon" );
return nAmmoType;
}
int C_PropDrivableAPC::GetPrimaryAmmoCount() const
{
return m_iRocketSalvoLeft;
}
bool C_PropDrivableAPC::PrimaryAmmoUsesClips() const
{
return true;
}
int C_PropDrivableAPC::GetPrimaryAmmoClip() const
{
return m_iMachineGunBurstLeft;
}
/*int C_PropDrivableAPC::GetPrimaryAmmoMaxClip()
{
return 30;
}
int C_PropDrivableAPC::GetPrimaryAmmoMaxCarry()
{
return 3;
}*/