Counter Strike : Global Offensive Source Code
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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 );
}