mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-28 17:13:03 +00:00
329 lines
12 KiB
C++
329 lines
12 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================//
|
|
|
|
#ifndef VEHICLE_BASESERVER_H
|
|
#define VEHICLE_BASESERVER_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "vehicle_sounds.h"
|
|
#include "entityblocker.h"
|
|
|
|
class CSoundPatch;
|
|
|
|
struct vbs_sound_update_t
|
|
{
|
|
float flFrameTime;
|
|
float flCurrentSpeedFraction;
|
|
float flWorldSpaceSpeed;
|
|
bool bThrottleDown;
|
|
bool bReverse;
|
|
bool bTurbo;
|
|
bool bVehicleInWater;
|
|
bool bExitVehicle;
|
|
|
|
void Defaults()
|
|
{
|
|
flFrameTime = gpGlobals->frametime;
|
|
flCurrentSpeedFraction = 0;
|
|
flWorldSpaceSpeed = 0;
|
|
bThrottleDown = false;
|
|
bReverse = false;
|
|
bTurbo = false;
|
|
bVehicleInWater = false;
|
|
bExitVehicle = false;
|
|
}
|
|
};
|
|
|
|
// -----------------------------------------
|
|
// Information about the passenger in the car
|
|
// -----------------------------------------
|
|
class CPassengerInfo
|
|
{
|
|
public:
|
|
CPassengerInfo( void ) : m_nRole( -1 ), m_nSeat( -1 ), m_strRoleName( NULL_STRING ), m_strSeatName( NULL_STRING ) {}
|
|
|
|
DECLARE_SIMPLE_DATADESC();
|
|
|
|
int GetSeat( void ) const { return m_nSeat; }
|
|
int GetRole( void ) const { return m_nRole; }
|
|
CBaseCombatCharacter *GetPassenger( void ) const { return m_hPassenger; }
|
|
|
|
private:
|
|
int m_nRole; // Role (by index)
|
|
int m_nSeat; // Seat (by index)
|
|
string_t m_strRoleName; // Used in restoration for fix-up
|
|
string_t m_strSeatName; // Used in restoration for fix-up
|
|
CHandle<CBaseCombatCharacter> m_hPassenger; // Actual passenger
|
|
|
|
friend class CBaseServerVehicle;
|
|
};
|
|
|
|
// -----------------------------------------
|
|
// Seat transition information (animation and priority)
|
|
// -----------------------------------------
|
|
|
|
class CPassengerSeatTransition
|
|
{
|
|
public:
|
|
CPassengerSeatTransition( void ) : m_strAnimationName( NULL_STRING ), m_nPriority( -1 ) {};
|
|
|
|
string_t GetAnimationName( void ) const { return m_strAnimationName; }
|
|
int GetPriority( void ) const { return m_nPriority; }
|
|
|
|
private:
|
|
string_t m_strAnimationName; // Name of animation to play
|
|
int m_nPriority; // Priority of the transition
|
|
|
|
friend class CBaseServerVehicle;
|
|
};
|
|
|
|
// -----------------------------------------
|
|
// Seat in a vehicle (attachment and a collection of animations to reach it)
|
|
// -----------------------------------------
|
|
class CPassengerSeat
|
|
{
|
|
public:
|
|
CPassengerSeat( void ) : m_nAttachmentID( -1 ) {};
|
|
int GetAttachmentID( void ) const { return m_nAttachmentID; }
|
|
|
|
private:
|
|
string_t m_strSeatName; // Used for save/load fixup
|
|
int m_nAttachmentID; // Goal attachment
|
|
CUtlVector<CPassengerSeatTransition> m_EntryTransitions; // Entry information
|
|
CUtlVector<CPassengerSeatTransition> m_ExitTransitions; // Exit information
|
|
|
|
friend class CBaseServerVehicle;
|
|
};
|
|
|
|
// -----------------------------------------
|
|
// Passenger role information
|
|
// -----------------------------------------
|
|
class CPassengerRole
|
|
{
|
|
public:
|
|
CPassengerRole( void ) : m_strName( NULL_STRING ) {};
|
|
string_t GetName( void ) const { return m_strName; }
|
|
|
|
private:
|
|
string_t m_strName; // Name of the set
|
|
CUtlVector<CPassengerSeat> m_PassengerSeats; // Passenger info
|
|
|
|
friend class CBaseServerVehicle;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Base class for drivable vehicle handling. Contain it in your
|
|
// drivable vehicle.
|
|
//-----------------------------------------------------------------------------
|
|
class CBaseServerVehicle : public IServerVehicle
|
|
{
|
|
public:
|
|
DECLARE_SIMPLE_DATADESC();
|
|
DECLARE_CLASS_NOBASE( CBaseServerVehicle );
|
|
|
|
CBaseServerVehicle( void );
|
|
~CBaseServerVehicle( void );
|
|
|
|
virtual void Precache( void );
|
|
|
|
// IVehicle
|
|
public:
|
|
virtual CBaseCombatCharacter *GetPassenger( int nRole = VEHICLE_ROLE_DRIVER );
|
|
|
|
virtual int GetPassengerRole( CBaseCombatCharacter *pPassenger );
|
|
virtual void GetVehicleViewPosition( int nRole, Vector *pOrigin, QAngle *pAngles, float *pFOV = NULL );
|
|
virtual bool IsPassengerUsingStandardWeapons( int nRole = VEHICLE_ROLE_DRIVER ) { return false; }
|
|
virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
|
|
virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData );
|
|
virtual void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move );
|
|
virtual void ItemPostFrame( CBasePlayer *pPlayer );
|
|
|
|
// IServerVehicle
|
|
public:
|
|
virtual CBaseEntity *GetVehicleEnt( void ) { return m_pVehicle; }
|
|
virtual void SetPassenger( int nRole, CBaseCombatCharacter *pPassenger );
|
|
virtual bool IsPassengerVisible( int nRole = VEHICLE_ROLE_DRIVER ) { return false; }
|
|
virtual bool IsPassengerDamagable( int nRole = VEHICLE_ROLE_DRIVER ) { return true; }
|
|
virtual bool PassengerShouldReceiveDamage( CTakeDamageInfo &info );
|
|
|
|
virtual bool IsVehicleUpright( void ) { return true; }
|
|
virtual bool IsPassengerEntering( void ) { Assert( 0 ); return false; }
|
|
virtual bool IsPassengerExiting( void ) { Assert( 0 ); return false; }
|
|
|
|
virtual void HandlePassengerEntry( CBaseCombatCharacter *pPassenger, bool bAllowEntryOutsideZone = false );
|
|
virtual bool HandlePassengerExit( CBaseCombatCharacter *pPassenger );
|
|
|
|
virtual void GetPassengerSeatPoint( int nRole, Vector *pPoint, QAngle *pAngles );
|
|
virtual bool GetPassengerExitPoint( int nRole, Vector *pPoint, QAngle *pAngles );
|
|
virtual Class_T ClassifyPassenger( CBaseCombatCharacter *pPassenger, Class_T defaultClassification ) { return defaultClassification; }
|
|
virtual float PassengerDamageModifier( const CTakeDamageInfo &info ) { return 1.0; }
|
|
virtual const vehicleparams_t *GetVehicleParams( void ) { return NULL; }
|
|
virtual bool IsVehicleBodyInWater( void ) { return false; }
|
|
virtual IPhysicsVehicleController *GetVehicleController() { return NULL; }
|
|
|
|
// NPC Driving
|
|
virtual bool NPC_CanDrive( void ) { return true; }
|
|
virtual void NPC_SetDriver( CNPC_VehicleDriver *pDriver ) { return; }
|
|
virtual void NPC_DriveVehicle( void ) { return; }
|
|
virtual void NPC_ThrottleCenter( void );
|
|
virtual void NPC_ThrottleReverse( void );
|
|
virtual void NPC_ThrottleForward( void );
|
|
virtual void NPC_Brake( void );
|
|
virtual void NPC_TurnLeft( float flDegrees );
|
|
virtual void NPC_TurnRight( float flDegrees );
|
|
virtual void NPC_TurnCenter( void );
|
|
virtual void NPC_PrimaryFire( void );
|
|
virtual void NPC_SecondaryFire( void );
|
|
virtual bool NPC_HasPrimaryWeapon( void ) { return false; }
|
|
virtual bool NPC_HasSecondaryWeapon( void ) { return false; }
|
|
virtual void NPC_AimPrimaryWeapon( Vector vecTarget ) { return; }
|
|
virtual void NPC_AimSecondaryWeapon( Vector vecTarget ) { return; }
|
|
|
|
// Weapon handling
|
|
virtual void Weapon_PrimaryRanges( float *flMinRange, float *flMaxRange );
|
|
virtual void Weapon_SecondaryRanges( float *flMinRange, float *flMaxRange );
|
|
virtual float Weapon_PrimaryCanFireAt( void ); // Return the time at which this vehicle's primary weapon can fire again
|
|
virtual float Weapon_SecondaryCanFireAt( void ); // Return the time at which this vehicle's secondary weapon can fire again
|
|
|
|
// ----------------------------------------------------------------------------
|
|
// NPC passenger data
|
|
|
|
public:
|
|
|
|
bool NPC_AddPassenger( CBaseCombatCharacter *pPassenger, string_t strRoleName, int nSeat );
|
|
bool NPC_RemovePassenger( CBaseCombatCharacter *pPassenger );
|
|
virtual bool NPC_GetPassengerSeatPosition( CBaseCombatCharacter *pPassenger, Vector *vecResultPos, QAngle *vecResultAngle );
|
|
virtual bool NPC_GetPassengerSeatPositionLocal( CBaseCombatCharacter *pPassenger, Vector *vecResultPos, QAngle *vecResultAngles );
|
|
virtual int NPC_GetPassengerSeatAttachment( CBaseCombatCharacter *pPassenger );
|
|
virtual int NPC_GetAvailableSeat( CBaseCombatCharacter *pPassenger, string_t strRoleName, VehicleSeatQuery_e nQueryType );
|
|
bool NPC_HasAvailableSeat( string_t strRoleName );
|
|
|
|
|
|
virtual const PassengerSeatAnims_t *NPC_GetPassengerSeatAnims( CBaseCombatCharacter *pPassenger, PassengerSeatAnimType_t nType );
|
|
virtual CBaseCombatCharacter *NPC_GetPassengerInSeat( int nRoleID, int nSeatID );
|
|
|
|
Vector GetSavedViewOffset( void ) { return m_savedViewOffset; }
|
|
|
|
private:
|
|
|
|
// Vehicle entering/exiting
|
|
void ParseNPCRoles( KeyValues *pModelKeyValues );
|
|
void ParseNPCPassengerSeat( KeyValues *pSetKeyValues, CPassengerSeat *pSeat );
|
|
void ParseNPCSeatTransition( KeyValues *pTransitionKeyValues, CPassengerSeatTransition *pTransition );
|
|
|
|
protected:
|
|
|
|
int FindRoleIndexByName( string_t strRoleName );
|
|
int FindSeatIndexByName( int nRoleIndex, string_t strSeatName );
|
|
int NPC_GetAvailableSeat_Any( CBaseCombatCharacter *pPassenger, int nRoleID );
|
|
int NPC_GetAvailableSeat_Nearest( CBaseCombatCharacter *pPassenger, int nRoleID );
|
|
|
|
CPassengerRole *FindOrCreatePassengerRole( string_t strName, int *nIndex = NULL );
|
|
|
|
CUtlVector< CPassengerInfo > m_PassengerInfo;
|
|
CUtlVector< CPassengerRole > m_PassengerRoles; // Not save/restored
|
|
|
|
// ----------------------------------------------------------------------------
|
|
void ReloadScript(); // debug/tuning
|
|
public:
|
|
|
|
void UseLegacyExitChecks( bool bState ) { m_bUseLegacyExitChecks = bState; }
|
|
void RestorePassengerInfo( void );
|
|
|
|
virtual CBaseEntity *GetDriver( void ); // Player Driving
|
|
virtual void ParseEntryExitAnims( void );
|
|
void ParseExitAnim( KeyValues *pkvExitList, bool bEscapeExit );
|
|
virtual bool CheckExitPoint( float yaw, int distance, Vector *pEndPoint );
|
|
virtual int GetEntryAnimForPoint( const Vector &vecPoint );
|
|
virtual int GetExitAnimToUse( Vector &vecEyeExitEndpoint, bool &bAllPointsBlocked );
|
|
virtual void HandleEntryExitFinish( bool bExitAnimOn, bool bResetAnim );
|
|
|
|
virtual void SetVehicle( CBaseEntity *pVehicle );
|
|
IDrivableVehicle *GetDrivableVehicle( void );
|
|
|
|
// Sound handling
|
|
bool Initialize( const char *pScriptName );
|
|
virtual void SoundStart();
|
|
virtual void SoundStartDisabled();
|
|
virtual void SoundShutdown( float flFadeTime = 0.0 );
|
|
virtual void SoundUpdate( vbs_sound_update_t ¶ms );
|
|
virtual void PlaySound( vehiclesound iSound );
|
|
virtual void StopSound( vehiclesound iSound );
|
|
virtual void RecalculateSoundGear( vbs_sound_update_t ¶ms );
|
|
void SetVehicleVolume( float flVolume ) { m_flVehicleVolume = clamp( flVolume, 0.0f, 1.0f ); }
|
|
|
|
// Rumble
|
|
virtual void StartEngineRumble();
|
|
virtual void StopEngineRumble();
|
|
|
|
public:
|
|
CBaseEntity *m_pVehicle;
|
|
IDrivableVehicle *m_pDrivableVehicle;
|
|
|
|
// NPC Driving
|
|
int m_nNPCButtons;
|
|
int m_nPrevNPCButtons;
|
|
float m_flTurnDegrees;
|
|
|
|
// Entry / Exit anims
|
|
struct entryanim_t
|
|
{
|
|
int iHitboxGroup;
|
|
char szAnimName[128];
|
|
};
|
|
CUtlVector< entryanim_t > m_EntryAnimations;
|
|
|
|
struct exitanim_t
|
|
{
|
|
bool bUpright;
|
|
bool bEscapeExit;
|
|
char szAnimName[128];
|
|
Vector vecExitPointLocal; // Point the animation leaves the player at when finished
|
|
QAngle vecExitAnglesLocal;
|
|
};
|
|
|
|
CUtlVector< exitanim_t > m_ExitAnimations;
|
|
bool m_bParsedAnimations;
|
|
bool m_bUseLegacyExitChecks; // HACK: Choreo vehicles use non-sensical setups to move the player, we need to poll their attachment point positions
|
|
int m_iCurrentExitAnim;
|
|
Vector m_vecCurrentExitEndPoint;
|
|
Vector m_savedViewOffset;
|
|
CHandle<CEntityBlocker> m_hExitBlocker; // Entity to prevent other entities blocking the player's exit point during the exit animation
|
|
|
|
char m_chPreviousTextureType;
|
|
|
|
// sound state
|
|
vehiclesounds_t m_vehicleSounds;
|
|
private:
|
|
float m_flVehicleVolume;
|
|
int m_iSoundGear; // The sound "gear" that we're currently in
|
|
float m_flSpeedPercentage;
|
|
|
|
CSoundPatch *m_pStateSound;
|
|
CSoundPatch *m_pStateSoundFade;
|
|
sound_states m_soundState;
|
|
float m_soundStateStartTime;
|
|
float m_lastSpeed;
|
|
|
|
void SoundState_OnNewState( sound_states lastState );
|
|
void SoundState_Update( vbs_sound_update_t ¶ms );
|
|
sound_states SoundState_ChooseState( vbs_sound_update_t ¶ms );
|
|
void PlaySound( const char *pSound );
|
|
void StopLoopingSound( float fadeTime = 0.25f );
|
|
void PlayLoopingSound( const char *pSoundName );
|
|
bool PlayCrashSound( float speed );
|
|
bool CheckCrash( vbs_sound_update_t ¶ms );
|
|
const char *StateSoundName( sound_states state );
|
|
void InitSoundParams( vbs_sound_update_t ¶ms );
|
|
void CacheEntryExitPoints( void );
|
|
bool GetLocalAttachmentAtTime( int nQuerySequence, int nAttachmentIndex, float flCyclePoint, Vector *vecOriginOut, QAngle *vecAnglesOut );
|
|
bool GetLocalAttachmentAtTime( const char *lpszAnimName, int nAttachmentIndex, float flCyclePoint, Vector *vecOriginOut, QAngle *vecAnglesOut );
|
|
};
|
|
|
|
#endif // VEHICLE_BASESERVER_H
|