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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef VEHICLE_BASE_H
#define VEHICLE_BASE_H
#ifdef _WIN32
#pragma once
#endif
#include "vphysics/vehicles.h"
#include "iservervehicle.h"
#include "fourwheelvehiclephysics.h"
#include "props.h"
#include "vehicle_sounds.h"
#include "phys_controller.h"
#include "entityblocker.h"
#include "vehicle_baseserver.h"
#include "vehicle_viewblend_shared.h"
class CNPC_VehicleDriver; class CFourWheelVehiclePhysics; class CPropVehicleDriveable; class CSoundPatch;
// the tires are considered to be skidding if they have sliding velocity of 10 in/s or more
const float DEFAULT_SKID_THRESHOLD = 10.0f;
//-----------------------------------------------------------------------------
// Purpose: Four wheel physics vehicle server vehicle
//-----------------------------------------------------------------------------
class CFourWheelServerVehicle : public CBaseServerVehicle { DECLARE_CLASS( CFourWheelServerVehicle, CBaseServerVehicle );
// IServerVehicle
public: virtual ~CFourWheelServerVehicle( void ) { }
CFourWheelServerVehicle( void ); virtual bool IsVehicleUpright( void ); virtual bool IsVehicleBodyInWater( void ); virtual void GetVehicleViewPosition( int nRole, Vector *pOrigin, QAngle *pAngles, float *pFOV = NULL ); IPhysicsVehicleController *GetVehicleController(); const vehicleparams_t *GetVehicleParams( void ); const vehicle_controlparams_t *GetVehicleControlParams( void ); const vehicle_operatingparams_t *GetVehicleOperatingParams( void );
// NPC Driving
void NPC_SetDriver( CNPC_VehicleDriver *pDriver ); void NPC_DriveVehicle( void );
CPropVehicleDriveable *GetFourWheelVehicle( void ); bool GetWheelContactPoint( int nWheelIndex, Vector &vecPos );
public: virtual void SetVehicle( CBaseEntity *pVehicle ); void InitViewSmoothing( const Vector &vecStartOrigin, const QAngle &vecStartAngles ); bool IsPassengerEntering( void ); bool IsPassengerExiting( void );
DECLARE_SIMPLE_DATADESC();
private: CFourWheelVehiclePhysics *GetFourWheelVehiclePhysics( void ); ViewSmoothingData_t m_ViewSmoothing; };
//-----------------------------------------------------------------------------
// Purpose: Base class for four wheel physics vehicles
//-----------------------------------------------------------------------------
class CPropVehicle : public CBaseProp, public CDefaultPlayerPickupVPhysics { DECLARE_CLASS( CPropVehicle, CBaseProp ); public: CPropVehicle(); virtual ~CPropVehicle();
void SetVehicleType( unsigned int nVehicleType ) { m_nVehicleType = nVehicleType; } unsigned int GetVehicleType( void ) { return m_nVehicleType; }
// CBaseEntity
virtual void Precache(); void Spawn( void ); virtual int Restore( IRestore &restore ); void VPhysicsUpdate( IPhysicsObject *pPhysics ); void DrawDebugGeometryOverlays(); int DrawDebugTextOverlays(); void Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity, bool bUseSlowHighAccuracyContacts ); virtual void Think( void ); CFourWheelVehiclePhysics *GetPhysics( void ) { return &m_VehiclePhysics; } CBasePlayer *HasPhysicsAttacker( float dt ); void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
Vector GetSmoothedVelocity( void ); //Save and update our smoothed velocity for prediction
virtual void DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles ) {}
// Inputs
void InputThrottle( inputdata_t &inputdata ); void InputSteering( inputdata_t &inputdata ); void InputAction( inputdata_t &inputdata ); void InputHandBrakeOn( inputdata_t &inputdata ); void InputHandBrakeOff( inputdata_t &inputdata );
DECLARE_DATADESC();
#ifdef HL2_EPISODIC
void AddPhysicsChild( CBaseEntity *pChild ); void RemovePhysicsChild( CBaseEntity *pChild ); #endif //HL2_EPISODIC
protected: // engine sounds
void SoundInit(); void SoundShutdown(); void SoundUpdate( const vehicle_operatingparams_t ¶ms, const vehicleparams_t &vehicle ); void CalcWheelData( vehicleparams_t &vehicle ); void ResetControls(); // Upright strength of the controller (angular limit)
virtual float GetUprightStrength( void ) { return 8.0f; } virtual float GetUprightTime( void ) { return 5.0f; }
protected: CFourWheelVehiclePhysics m_VehiclePhysics; unsigned int m_nVehicleType; string_t m_vehicleScript;
#ifdef HL2_EPISODIC
CUtlVector<EHANDLE> m_hPhysicsChildren; // List of entities who wish to get physics callbacks from the vehicle
#endif //HL2_EPISODIC
private: Vector m_vecSmoothedVelocity;
CHandle<CBasePlayer> m_hPhysicsAttacker;
float m_flLastPhysicsInfluenceTime; };
//=============================================================================
// NPC Passenger Carrier interface
class INPCPassengerCarrier { public: virtual bool NPC_CanEnterVehicle( CAI_BaseNPC *pPassenger, bool bCompanion ) = 0; virtual bool NPC_CanExitVehicle( CAI_BaseNPC *pPassenger, bool bCompanion ) = 0; virtual bool NPC_AddPassenger( CAI_BaseNPC *pPassenger, string_t strRoleName, int nSeatID ) = 0; virtual bool NPC_RemovePassenger( CAI_BaseNPC *pPassenger ) = 0; virtual void NPC_FinishedEnterVehicle( CAI_BaseNPC *pPassenger, bool bCompanion ) = 0; virtual void NPC_FinishedExitVehicle( CAI_BaseNPC *pPassenger, bool bCompanion ) = 0; };
//-----------------------------------------------------------------------------
// Purpose: Drivable four wheel physics vehicles
//-----------------------------------------------------------------------------
class CPropVehicleDriveable : public CPropVehicle, public IDrivableVehicle, public INPCPassengerCarrier { DECLARE_CLASS( CPropVehicleDriveable, CPropVehicle ); DECLARE_SERVERCLASS(); DECLARE_DATADESC(); public: CPropVehicleDriveable( void ); ~CPropVehicleDriveable( void );
virtual void Precache( void ); virtual void Spawn( void ); virtual int Restore( IRestore &restore ); virtual void OnRestore(); virtual void CreateServerVehicle( void ); virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_IMPULSE_USE; }; virtual void GetVectors(Vector* pForward, Vector* pRight, Vector* pUp) const; virtual void VehicleAngleVectors( const QAngle &angles, Vector *pForward, Vector *pRight, Vector *pUp ); virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); virtual void Think( void ); virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr ); virtual void Event_KilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info );
// Vehicle handling
virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ); virtual int VPhysicsGetObjectList( IPhysicsObject **pList, int listMax );
// Inputs
void InputLock( inputdata_t &inputdata ); void InputUnlock( inputdata_t &inputdata ); void InputTurnOn( inputdata_t &inputdata ); void InputTurnOff( inputdata_t &inputdata );
// Locals
void ResetUseKey( CBasePlayer *pPlayer );
// Driving
void DriveVehicle( CBasePlayer *pPlayer, CUserCmd *ucmd ); // Player driving entrypoint
virtual void DriveVehicle( float flFrameTime, CUserCmd *ucmd, int iButtonsDown, int iButtonsReleased ); // Driving Button handling
virtual bool IsOverturned( void ); virtual bool IsVehicleBodyInWater( void ) { return false; } // Engine handling
void StartEngine( void ); void StopEngine( void ); bool IsEngineOn( void );
// IDrivableVehicle
public: virtual CBaseEntity *GetDriver( void ); virtual void ItemPostFrame( CBasePlayer *pPlayer ) { return; } virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ); virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData ) { return; } virtual void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) { return; } virtual bool CanEnterVehicle( CBaseEntity *pEntity ); virtual bool CanExitVehicle( CBaseEntity *pEntity ); virtual void SetVehicleEntryAnim( bool bOn ) { m_bEnterAnimOn = bOn; } virtual void SetVehicleExitAnim( bool bOn, Vector vecEyeExitEndpoint ) { m_bExitAnimOn = bOn; if ( bOn ) m_vecEyeExitEndpoint = vecEyeExitEndpoint; } virtual void EnterVehicle( CBaseCombatCharacter *pPassenger );
virtual bool AllowBlockedExit( CBaseCombatCharacter *pPassenger, int nRole ) { return true; } virtual bool AllowMidairExit( CBaseCombatCharacter *pPassenger, int nRole ) { return false; } virtual void PreExitVehicle( CBaseCombatCharacter *pPassenger, int nRole ) {} virtual void ExitVehicle( int nRole ); virtual string_t GetVehicleScriptName() { return m_vehicleScript; } virtual bool PassengerShouldReceiveDamage( CTakeDamageInfo &info ) { return true; }
// If this is a vehicle, returns the vehicle interface
virtual IServerVehicle *GetServerVehicle() { return m_pServerVehicle; }
protected:
virtual bool ShouldThink() { return ( GetDriver() != NULL ); }
inline bool HasGun(); void DestroyServerVehicle();
// Contained IServerVehicle
CFourWheelServerVehicle *m_pServerVehicle;
COutputEvent m_playerOn; COutputEvent m_playerOff;
COutputEvent m_pressedAttack; COutputEvent m_pressedAttack2;
COutputFloat m_attackaxis; COutputFloat m_attack2axis;
CNetworkHandle( CBasePlayer, m_hPlayer ); public:
CNetworkVar( int, m_nSpeed ); CNetworkVar( int, m_nRPM ); CNetworkVar( float, m_flThrottle ); CNetworkVar( int, m_nBoostTimeLeft ); CNetworkVar( int, m_nHasBoost );
CNetworkVector( m_vecEyeExitEndpoint ); CNetworkVector( m_vecGunCrosshair ); CNetworkVar( bool, m_bUnableToFire ); CNetworkVar( bool, m_bHasGun );
CNetworkVar( bool, m_nScannerDisabledWeapons ); CNetworkVar( bool, m_nScannerDisabledVehicle );
// NPC Driver
CHandle<CNPC_VehicleDriver> m_hNPCDriver; EHANDLE m_hKeepUpright;
// --------------------------------
// NPC Passengers
public:
virtual bool NPC_CanEnterVehicle( CAI_BaseNPC *pPassenger, bool bCompanion ); virtual bool NPC_CanExitVehicle( CAI_BaseNPC *pPassenger, bool bCompanion ); virtual bool NPC_AddPassenger( CAI_BaseNPC *pPassenger, string_t strRoleName, int nSeatID ); virtual bool NPC_RemovePassenger( CAI_BaseNPC *pPassenger ); virtual void NPC_FinishedEnterVehicle( CAI_BaseNPC *pPassenger, bool bCompanion ) {} virtual void NPC_FinishedExitVehicle( CAI_BaseNPC *pPassenger, bool bCompanion ) {}
// NPC Passengers
// --------------------------------
bool IsEnterAnimOn( void ) { return m_bEnterAnimOn; } bool IsExitAnimOn( void ) { return m_bExitAnimOn; } const Vector &GetEyeExitEndpoint( void ) { return m_vecEyeExitEndpoint; }
protected: // Entering / Exiting
bool m_bEngineLocked; // Mapmaker override on whether the vehicle's allowed to be turned on/off
bool m_bLocked; float m_flMinimumSpeedToEnterExit; CNetworkVar( bool, m_bEnterAnimOn ); CNetworkVar( bool, m_bExitAnimOn ); // Used to turn the keepupright off after a short time
float m_flTurnOffKeepUpright; float m_flNoImpactDamageTime; };
inline bool CPropVehicleDriveable::HasGun() { return m_bHasGun; }
#endif // VEHICLE_BASE_H
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