mirror of
https://github.com/nillerusr/source-engine.git
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251 lines
7.6 KiB
C++
251 lines
7.6 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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//=============================================================================//
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef VEHICLE_CRANE_H
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#define VEHICLE_CRANE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "physobj.h"
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#include "rope.h"
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#include "rope_shared.h"
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#include "physics_bone_follower.h"
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#define CRANE_EXTENSION_RATE_MAX 0.01
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#define CRANE_TURN_RATE_MAX 1.2
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#define MAXIMUM_CRANE_PICKUP_MASS 10000
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#define MINIMUM_CRANE_PICKUP_MASS 500
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#define MAX_CRANE_FLAT_REACH 1400.0
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#define MIN_CRANE_FLAT_REACH 700.0
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#define CRANE_EXTENSION_ACCEL 0.006
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#define CRANE_EXTENSION_DECEL 0.02
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#define CRANE_TURN_ACCEL 0.2
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#define CRANE_DECEL 0.5
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#define CRANE_SLOWRAISE_TIME 5.0
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// Turning stats
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enum
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{
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TURNING_NOT,
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TURNING_LEFT,
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TURNING_RIGHT,
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};
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class CPropCrane;
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//-----------------------------------------------------------------------------
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// Purpose: This is the entity we attach to the tip of the crane and dangle the cable from
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//-----------------------------------------------------------------------------
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class CCraneTip : public CBaseAnimating
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{
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DECLARE_CLASS( CCraneTip, CBaseAnimating );
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public:
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DECLARE_DATADESC();
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~CCraneTip( void )
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{
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if ( m_pSpring )
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{
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physenv->DestroySpring( m_pSpring );
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}
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}
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void Spawn( void );
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void Precache( void );
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bool CreateConstraint( CBaseAnimating *pMagnet, IPhysicsConstraintGroup *pGroup );
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static CCraneTip *Create( CBaseAnimating *pCraneMagnet, IPhysicsConstraintGroup *pGroup, const Vector &vecOrigin, const QAngle &vecAngles );
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public:
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IPhysicsSpring *m_pSpring;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Crane vehicle server
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//-----------------------------------------------------------------------------
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class CCraneServerVehicle : public CBaseServerVehicle
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{
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typedef CBaseServerVehicle BaseClass;
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// IServerVehicle
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public:
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void GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV = NULL );
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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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virtual bool IsPassengerEntering( void ) { return false; } // NOTE: This mimics the scenario HL2 would have seen
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virtual bool IsPassengerExiting( void ) { return false; }
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protected:
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CPropCrane *GetCrane( void );
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CPropCrane : public CBaseProp, public IDrivableVehicle
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{
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DECLARE_CLASS( CPropCrane, CBaseProp );
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public:
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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CPropCrane( void )
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{
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m_ServerVehicle.SetVehicle( this );
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}
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~CPropCrane( void )
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{
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physenv->DestroyConstraintGroup( m_pConstraintGroup );
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}
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// CBaseEntity
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virtual void Precache( void );
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void Spawn( void );
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void Activate( void );
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void UpdateOnRemove( void );
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bool CreateVPhysics( void );
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void InitCraneSpeeds( void );
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void Think(void);
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virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_IMPULSE_USE; };
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virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual void DrawDebugGeometryOverlays( void );
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virtual bool PassengerShouldReceiveDamage( CTakeDamageInfo &info )
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{
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if ( info.GetDamageType() & DMG_VEHICLE )
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return true;
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return (info.GetDamageType() & (DMG_RADIATION|DMG_BLAST) ) == 0;
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}
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virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy = true );
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virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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void PlayerControlInit( CBasePlayer *pPlayer );
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void PlayerControlShutdown( void );
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void ResetUseKey( CBasePlayer *pPlayer );
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void DriveCrane( int iDriverButtons, int iButtonsPressed, float flNPCSteering = 0.0 );
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void RunCraneMovement( float flTime );
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void TurnMagnetOn( void );
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void TurnMagnetOff( void );
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const Vector &GetCraneTipPosition( void );
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float GetExtensionRate( void ) { return m_flExtensionRate; }
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float GetTurnRate( void ) { return m_flTurn; }
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float GetMaxTurnRate( void ) { return m_flMaxTurnSpeed; }
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CPhysMagnet *GetMagnet( void ) { return m_hCraneMagnet; }
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float GetTotalMassOnCrane( void ) { return m_hCraneMagnet->GetTotalMassAttachedObjects(); }
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bool IsDropping( void ) { return m_bDropping; }
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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 InputForcePlayerIn( inputdata_t &inputdata );
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// Crane handling
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void GetCraneTipPosition( Vector *vecOrigin, QAngle *vecAngles );
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void RecalculateCraneTip( void );
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void GetVectors(Vector* pForward, Vector* pRight, Vector* pUp) const;
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void SetNPCDriver( CNPC_VehicleDriver *pDriver );
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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 );
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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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// If this is a vehicle, returns the vehicle interface
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virtual IServerVehicle *GetServerVehicle() { return &m_ServerVehicle; }
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protected:
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// Contained IServerVehicle
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CCraneServerVehicle m_ServerVehicle;
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// Contained Bone Follower manager
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CBoneFollowerManager m_BoneFollowerManager;
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private:
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CNetworkHandle( CBasePlayer, m_hPlayer );
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CNetworkVar( bool, m_bMagnetOn );
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// NPC Driving
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CHandle<CNPC_VehicleDriver> m_hNPCDriver;
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int m_nNPCButtons;
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// Entering / Exiting
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bool m_bLocked;
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CNetworkVar( bool, m_bEnterAnimOn );
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CNetworkVar( bool, m_bExitAnimOn );
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CNetworkVector( m_vecEyeExitEndpoint );
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COutputEvent m_playerOn;
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COutputEvent m_playerOff;
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// Turning
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int m_iTurning;
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bool m_bStartSoundAtCrossover;
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float m_flTurn;
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// Crane arm extension / retraction
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bool m_bExtending;
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float m_flExtension;
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float m_flExtensionRate;
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// Magnet movement
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bool m_bDropping;
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float m_flNextDangerSoundTime;
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float m_flNextCreakSound;
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float m_flNextDropAllowedTime;
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float m_flSlowRaiseTime;
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// Speeds
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float m_flMaxExtensionSpeed;
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float m_flMaxTurnSpeed;
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float m_flExtensionAccel;
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float m_flExtensionDecel;
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float m_flTurnAccel;
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float m_flTurnDecel;
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// Cable Tip & Magnet
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string_t m_iszMagnetName;
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CHandle<CPhysMagnet> m_hCraneMagnet;
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CHandle<CCraneTip> m_hCraneTip;
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CHandle<CRopeKeyframe> m_hRope;
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IPhysicsConstraintGroup *m_pConstraintGroup;
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// Vehicle script filename
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string_t m_vehicleScript;
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};
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#endif // VEHICLE_CRANE_H
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