mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-28 09:03:01 +00:00
260 lines
9.3 KiB
C++
260 lines
9.3 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "hud.h"
|
|
#include "c_props.h"
|
|
#include "iclientvehicle.h"
|
|
#include <vgui_controls/Controls.h>
|
|
#include <Color.h>
|
|
#include "vehicle_choreo_generic_shared.h"
|
|
#include "vehicle_viewblend_shared.h"
|
|
// NVNT haptic utils
|
|
#include "haptics/haptic_utils.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
extern float RemapAngleRange( float startInterval, float endInterval, float value );
|
|
|
|
|
|
#define ROLL_CURVE_ZERO 5 // roll less than this is clamped to zero
|
|
#define ROLL_CURVE_LINEAR 45 // roll greater than this is copied out
|
|
|
|
#define PITCH_CURVE_ZERO 10 // pitch less than this is clamped to zero
|
|
#define PITCH_CURVE_LINEAR 45 // pitch greater than this is copied out
|
|
// spline in between
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
class C_PropVehicleChoreoGeneric : public C_DynamicProp, public IClientVehicle
|
|
{
|
|
DECLARE_CLASS( C_PropVehicleChoreoGeneric, C_DynamicProp );
|
|
|
|
public:
|
|
|
|
DECLARE_CLIENTCLASS();
|
|
DECLARE_DATADESC();
|
|
|
|
C_PropVehicleChoreoGeneric();
|
|
|
|
void PreDataUpdate( DataUpdateType_t updateType );
|
|
void PostDataUpdate( DataUpdateType_t updateType );
|
|
|
|
public:
|
|
|
|
// IClientVehicle overrides.
|
|
virtual void GetVehicleViewPosition( int nRole, Vector *pOrigin, QAngle *pAngles, float *pFOV = NULL );
|
|
virtual void GetVehicleFOV( float &flFOV )
|
|
{
|
|
flFOV = m_flFOV;
|
|
}
|
|
virtual void DrawHudElements();
|
|
virtual bool IsPassengerUsingStandardWeapons( int nRole = VEHICLE_ROLE_DRIVER ) { return false; }
|
|
virtual void UpdateViewAngles( C_BasePlayer *pLocalPlayer, CUserCmd *pCmd );
|
|
virtual C_BaseCombatCharacter *GetPassenger( int nRole );
|
|
virtual int GetPassengerRole( C_BaseCombatCharacter *pPassenger );
|
|
virtual void GetVehicleClipPlanes( float &flZNear, float &flZFar ) const;
|
|
virtual int GetPrimaryAmmoType() const { return -1; }
|
|
virtual int GetPrimaryAmmoCount() const { return -1; }
|
|
virtual int GetPrimaryAmmoClip() const { return -1; }
|
|
virtual bool PrimaryAmmoUsesClips() const { return false; }
|
|
virtual int GetJoystickResponseCurve() const { return 0; }
|
|
|
|
public:
|
|
|
|
// C_BaseEntity overrides.
|
|
virtual IClientVehicle* GetClientVehicle() { return this; }
|
|
virtual C_BaseEntity *GetVehicleEnt() { return this; }
|
|
virtual void SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) {}
|
|
virtual void ProcessMovement( C_BasePlayer *pPlayer, CMoveData *pMoveData ) {}
|
|
virtual void FinishMove( C_BasePlayer *player, CUserCmd *ucmd, CMoveData *move ) {}
|
|
virtual bool IsPredicted() const { return false; }
|
|
virtual void ItemPostFrame( C_BasePlayer *pPlayer ) {}
|
|
virtual bool IsSelfAnimating() { return false; };
|
|
|
|
private:
|
|
|
|
CHandle<C_BasePlayer> m_hPlayer;
|
|
CHandle<C_BasePlayer> m_hPrevPlayer;
|
|
|
|
bool m_bEnterAnimOn;
|
|
bool m_bExitAnimOn;
|
|
Vector m_vecEyeExitEndpoint;
|
|
float m_flFOV; // The current FOV (changes during entry/exit anims).
|
|
|
|
ViewSmoothingData_t m_ViewSmoothingData;
|
|
|
|
vehicleview_t m_vehicleView;
|
|
};
|
|
|
|
IMPLEMENT_CLIENTCLASS_DT(C_PropVehicleChoreoGeneric, DT_PropVehicleChoreoGeneric, CPropVehicleChoreoGeneric)
|
|
RecvPropEHandle( RECVINFO(m_hPlayer) ),
|
|
RecvPropBool( RECVINFO( m_bEnterAnimOn ) ),
|
|
RecvPropBool( RECVINFO( m_bExitAnimOn ) ),
|
|
RecvPropVector( RECVINFO( m_vecEyeExitEndpoint ) ),
|
|
RecvPropBool( RECVINFO( m_vehicleView.bClampEyeAngles ) ),
|
|
RecvPropFloat( RECVINFO( m_vehicleView.flPitchCurveZero ) ),
|
|
RecvPropFloat( RECVINFO( m_vehicleView.flPitchCurveLinear ) ),
|
|
RecvPropFloat( RECVINFO( m_vehicleView.flRollCurveZero ) ),
|
|
RecvPropFloat( RECVINFO( m_vehicleView.flRollCurveLinear ) ),
|
|
RecvPropFloat( RECVINFO( m_vehicleView.flFOV ) ),
|
|
RecvPropFloat( RECVINFO( m_vehicleView.flYawMin ) ),
|
|
RecvPropFloat( RECVINFO( m_vehicleView.flYawMax ) ),
|
|
RecvPropFloat( RECVINFO( m_vehicleView.flPitchMin ) ),
|
|
RecvPropFloat( RECVINFO( m_vehicleView.flPitchMax ) ),
|
|
END_RECV_TABLE()
|
|
|
|
|
|
BEGIN_DATADESC( C_PropVehicleChoreoGeneric )
|
|
DEFINE_EMBEDDED( m_ViewSmoothingData ),
|
|
END_DATADESC()
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
C_PropVehicleChoreoGeneric::C_PropVehicleChoreoGeneric( void )
|
|
{
|
|
memset( &m_ViewSmoothingData, 0, sizeof( m_ViewSmoothingData ) );
|
|
|
|
m_ViewSmoothingData.pVehicle = this;
|
|
m_ViewSmoothingData.flPitchCurveZero = PITCH_CURVE_ZERO;
|
|
m_ViewSmoothingData.flPitchCurveLinear = PITCH_CURVE_LINEAR;
|
|
m_ViewSmoothingData.flRollCurveZero = ROLL_CURVE_ZERO;
|
|
m_ViewSmoothingData.flRollCurveLinear = ROLL_CURVE_LINEAR;
|
|
m_flFOV = 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : updateType -
|
|
//-----------------------------------------------------------------------------
|
|
void C_PropVehicleChoreoGeneric::PreDataUpdate( DataUpdateType_t updateType )
|
|
{
|
|
BaseClass::PreDataUpdate( updateType );
|
|
|
|
m_hPrevPlayer = m_hPlayer;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void C_PropVehicleChoreoGeneric::PostDataUpdate( DataUpdateType_t updateType )
|
|
{
|
|
BaseClass::PostDataUpdate( updateType );
|
|
|
|
// NVNT if we have entered this vehicle notify the haptics system
|
|
if ( m_hPlayer && !m_hPrevPlayer )
|
|
{
|
|
#if defined( WIN32 ) && !defined( _X360 )
|
|
//They have just entered the vehicle.
|
|
HapticsEnteredVehicle(this,m_hPlayer);
|
|
#endif
|
|
}
|
|
|
|
if ( !m_hPlayer && m_hPrevPlayer )
|
|
{
|
|
#if defined( WIN32 ) && !defined( _X360 )
|
|
// NVNT we have just exited this vehicle so we notify the haptics system
|
|
HapticsExitedVehicle(this,m_hPrevPlayer);
|
|
#endif
|
|
// They have just exited the vehicle.
|
|
// Sometimes we never reach the end of our exit anim, such as if the
|
|
// animation doesn't have fadeout 0 specified in the QC, so we fail to
|
|
// catch it in VehicleViewSmoothing. Catch it here instead.
|
|
m_ViewSmoothingData.bWasRunningAnim = false;
|
|
|
|
//There's no need to "smooth" the view when leaving the vehicle so just set this here so the stair code doesn't get confused.
|
|
m_hPrevPlayer->SetOldPlayerZ( m_hPrevPlayer->GetLocalOrigin().z );
|
|
}
|
|
|
|
m_ViewSmoothingData.bClampEyeAngles = m_vehicleView.bClampEyeAngles;
|
|
m_ViewSmoothingData.flFOV = m_vehicleView.flFOV;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
C_BaseCombatCharacter *C_PropVehicleChoreoGeneric::GetPassenger( int nRole )
|
|
{
|
|
if ( nRole == VEHICLE_ROLE_DRIVER )
|
|
return m_hPlayer.Get();
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the role of the passenger
|
|
//-----------------------------------------------------------------------------
|
|
int C_PropVehicleChoreoGeneric::GetPassengerRole( C_BaseCombatCharacter *pPassenger )
|
|
{
|
|
if ( m_hPlayer.Get() == pPassenger )
|
|
return VEHICLE_ROLE_DRIVER;
|
|
|
|
return VEHICLE_ROLE_NONE;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Modify the player view/camera while in a vehicle
|
|
//-----------------------------------------------------------------------------
|
|
void C_PropVehicleChoreoGeneric::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV /*=NULL*/ )
|
|
{
|
|
SharedVehicleViewSmoothing( m_hPlayer,
|
|
pAbsOrigin, pAbsAngles,
|
|
m_bEnterAnimOn, m_bExitAnimOn,
|
|
m_vecEyeExitEndpoint,
|
|
&m_ViewSmoothingData,
|
|
pFOV );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : pLocalPlayer -
|
|
// pCmd -
|
|
//-----------------------------------------------------------------------------
|
|
void C_PropVehicleChoreoGeneric::UpdateViewAngles( C_BasePlayer *pLocalPlayer, CUserCmd *pCmd )
|
|
{
|
|
int eyeAttachmentIndex = LookupAttachment( "vehicle_driver_eyes" );
|
|
Vector vehicleEyeOrigin;
|
|
QAngle vehicleEyeAngles;
|
|
GetAttachmentLocal( eyeAttachmentIndex, vehicleEyeOrigin, vehicleEyeAngles );
|
|
|
|
// Limit the yaw.
|
|
float flAngleDiff = AngleDiff( pCmd->viewangles.y, vehicleEyeAngles.y );
|
|
flAngleDiff = clamp( flAngleDiff, (float) m_vehicleView.flYawMin, (float) m_vehicleView.flYawMax );
|
|
pCmd->viewangles.y = vehicleEyeAngles.y + flAngleDiff;
|
|
|
|
// Limit the pitch -- don't let them look down into the empty pod!
|
|
flAngleDiff = AngleDiff( pCmd->viewangles.x, vehicleEyeAngles.x );
|
|
flAngleDiff = clamp( flAngleDiff, (float) m_vehicleView.flPitchMin, (float) m_vehicleView.flPitchMax );
|
|
pCmd->viewangles.x = vehicleEyeAngles.x + flAngleDiff;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Futzes with the clip planes
|
|
//-----------------------------------------------------------------------------
|
|
void C_PropVehicleChoreoGeneric::GetVehicleClipPlanes( float &flZNear, float &flZFar ) const
|
|
{
|
|
// Pod doesn't need to adjust the clip planes.
|
|
//flZNear = 6;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Renders hud elements
|
|
//-----------------------------------------------------------------------------
|
|
void C_PropVehicleChoreoGeneric::DrawHudElements( )
|
|
{
|
|
}
|
|
|
|
|