source-engine/game/client/hl2/c_vehicle_cannon.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

188 lines
6.2 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include <vgui_controls/Controls.h>
#include <Color.h>
#include "c_vehicle_crane.h"
#include "view.h"
#include "vehicle_viewblend_shared.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
int ScreenTransform( const Vector& point, Vector& screen );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_PropCannon : public C_BaseAnimating, public IClientVehicle
{
DECLARE_CLASS( C_PropCannon, C_BaseAnimating );
public:
DECLARE_CLIENTCLASS();
DECLARE_DATADESC();
C_PropCannon();
void PreDataUpdate( DataUpdateType_t updateType );
public:
// IClientVehicle overrides.
virtual void GetVehicleViewPosition( int nRole, Vector *pOrigin, QAngle *pAngles, float *pFOV = NULL );
virtual void GetVehicleFOV( float &flFOV ) { flFOV = 0.0f; }
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; };
virtual void GetRenderBounds( Vector& theMins, Vector& theMaxs );
private:
CHandle<C_BasePlayer> m_hPlayer;
CHandle<C_BasePlayer> m_hPrevPlayer;
bool m_bEnterAnimOn;
bool m_bExitAnimOn;
Vector m_vecEyeExitEndpoint;
Vector m_vecOldShadowDir;
ViewSmoothingData_t m_ViewSmoothingData;
};
IMPLEMENT_CLIENTCLASS_DT(C_PropCannon, DT_PropCannon, CPropCannon)
RecvPropEHandle( RECVINFO(m_hPlayer) ),
RecvPropBool( RECVINFO( m_bEnterAnimOn ) ),
RecvPropBool( RECVINFO( m_bExitAnimOn ) ),
RecvPropVector( RECVINFO( m_vecEyeExitEndpoint ) ),
END_RECV_TABLE()
BEGIN_DATADESC( C_PropCannon )
DEFINE_EMBEDDED( m_ViewSmoothingData ),
END_DATADESC()
#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:
//-----------------------------------------------------------------------------
C_PropCannon::C_PropCannon( void )
{
memset( &m_ViewSmoothingData, 0, sizeof( m_ViewSmoothingData ) );
m_ViewSmoothingData.pVehicle = this;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : updateType -
//-----------------------------------------------------------------------------
void C_PropCannon::PreDataUpdate( DataUpdateType_t updateType )
{
BaseClass::PreDataUpdate( updateType );
m_hPrevPlayer = m_hPlayer;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_BaseCombatCharacter *C_PropCannon::GetPassenger( int nRole )
{
if ( nRole == VEHICLE_ROLE_DRIVER )
return m_hPlayer.Get();
return NULL;
}
//-----------------------------------------------------------------------------
// Returns the role of the passenger
//-----------------------------------------------------------------------------
int C_PropCannon::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_PropCannon::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV /*=NULL*/ )
{
SharedVehicleViewSmoothing( m_hPlayer,
pAbsOrigin, pAbsAngles,
m_bEnterAnimOn, m_bExitAnimOn,
m_vecEyeExitEndpoint,
&m_ViewSmoothingData,
pFOV );
}
//-----------------------------------------------------------------------------
// Futzes with the clip planes
//-----------------------------------------------------------------------------
void C_PropCannon::GetVehicleClipPlanes( float &flZNear, float &flZFar ) const
{
// FIXME: Need something a better long-term, this fixes the buggy.
flZNear = 6;
}
//-----------------------------------------------------------------------------
// Renders hud elements
//-----------------------------------------------------------------------------
void C_PropCannon::DrawHudElements( )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : theMins -
// theMaxs -
//-----------------------------------------------------------------------------
void C_PropCannon::GetRenderBounds( Vector &theMins, Vector &theMaxs )
{
// This is kind of hacky:( Add 660.0 to the y coordinate of the bounding box to
// allow for the full extension of the crane arm.
BaseClass::GetRenderBounds( theMins, theMaxs );
theMaxs.y += 660.0f;
}