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//========= Copyright � 1996-2005, 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"
// 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: void UpdateViewClamps( void ); float m_flPitchMaxCurrent; float m_flPitchMinCurrent; float m_flYawMaxCurrent; float m_flYawMinCurrent;
CHandle<C_BasePlayer> m_hPlayer; CHandle<C_BasePlayer> m_hPrevPlayer;
bool m_bEnterAnimOn; bool m_bExitAnimOn; Vector m_vecEyeExitEndpoint; bool m_bForceEyesToAttachment; 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 ) ), RecvPropBool( RECVINFO( m_bForceEyesToAttachment ) ), 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 );
if ( updateType == DATA_UPDATE_CREATED ) { m_flPitchMaxCurrent = m_vehicleView.flPitchMax; m_flPitchMinCurrent = m_vehicleView.flPitchMin; m_flYawMaxCurrent = m_vehicleView.flYawMax; m_flYawMinCurrent = m_vehicleView.flYawMin; }
if ( !m_hPlayer && m_hPrevPlayer ) { // 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, m_bForceEyesToAttachment ); }
//-----------------------------------------------------------------------------
// 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 );
UpdateViewClamps();
// Limit the yaw.
float flAngleDiff = AngleDiff( pCmd->viewangles.y, vehicleEyeAngles.y ); flAngleDiff = clamp( flAngleDiff, m_flYawMinCurrent, m_flYawMaxCurrent ); 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, m_flPitchMinCurrent, m_flPitchMaxCurrent ); 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( ) { }
float InterpolateViewClamp( float flValue, float flDesired ) { if ( CloseEnough ( flValue, flDesired, 1e-3 ) == false ) { float delta = flDesired - flValue; delta = delta * ExponentialDecay( 0.2, 0.5, gpGlobals->frametime ); return flDesired - delta; } else { return flDesired; } }
void C_PropVehicleChoreoGeneric::UpdateViewClamps( void ) { m_flPitchMaxCurrent = InterpolateViewClamp( m_flPitchMaxCurrent, m_vehicleView.flPitchMax ); m_flPitchMinCurrent = InterpolateViewClamp( m_flPitchMinCurrent, m_vehicleView.flPitchMin ); m_flYawMaxCurrent = InterpolateViewClamp( m_flYawMaxCurrent, m_vehicleView.flYawMax ); m_flYawMinCurrent = InterpolateViewClamp( m_flYawMinCurrent, m_vehicleView.flYawMin ); }
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