Counter Strike : Global Offensive Source Code
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

1088 lines
34 KiB

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "npcevent.h"
#include "vehicle_base.h"
#include "engine/IEngineSound.h"
#include "in_buttons.h"
#include "soundenvelope.h"
#include "soundent.h"
#include "physics_saverestore.h"
#include "vphysics/constraints.h"
#include "vcollide_parse.h"
#include "ndebugoverlay.h"
#include "player.h"
#include "props.h"
#include "vehicle_choreo_generic_shared.h"
#include "ai_utils.h"
#if defined ( PORTAL2 )
#include "portal_player.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define VEHICLE_HITBOX_DRIVER 1
#define CHOREO_VEHICLE_VIEW_FOV 90
#define CHOREO_VEHICLE_VIEW_YAW_MIN -60
#define CHOREO_VEHICLE_VIEW_YAW_MAX 60
#define CHOREO_VEHICLE_VIEW_PITCH_MIN -90
#define CHOREO_VEHICLE_VIEW_PITCH_MAX 38
BEGIN_DATADESC_NO_BASE( vehicleview_t )
DEFINE_FIELD( bClampEyeAngles, FIELD_BOOLEAN ),
DEFINE_FIELD( flPitchCurveZero, FIELD_FLOAT ),
DEFINE_FIELD( flPitchCurveLinear, FIELD_FLOAT ),
DEFINE_FIELD( flRollCurveZero, FIELD_FLOAT ),
DEFINE_FIELD( flRollCurveLinear, FIELD_FLOAT ),
DEFINE_FIELD( flFOV, FIELD_FLOAT ),
DEFINE_FIELD( flYawMin, FIELD_FLOAT ),
DEFINE_FIELD( flYawMax, FIELD_FLOAT ),
DEFINE_FIELD( flPitchMin, FIELD_FLOAT ),
DEFINE_FIELD( flPitchMax, FIELD_FLOAT ),
END_DATADESC()
//
// Anim events.
//
enum
{
AE_CHOREO_VEHICLE_OPEN = 1,
AE_CHOREO_VEHICLE_CLOSE = 2,
};
extern ConVar g_debug_vehicledriver;
class CPropVehicleChoreoGeneric;
static const char *pChoreoGenericFollowerBoneNames[] =
{
"base",
};
//-----------------------------------------------------------------------------
// Purpose: A KeyValues parse for vehicle sound blocks
//-----------------------------------------------------------------------------
class CVehicleChoreoViewParser : public IVPhysicsKeyHandler
{
public:
CVehicleChoreoViewParser( void );
private:
virtual void ParseKeyValue( void *pData, const char *pKey, const char *pValue );
virtual void SetDefaults( void *pData );
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CChoreoGenericServerVehicle : public CBaseServerVehicle
{
DECLARE_SIMPLE_DATADESC();
typedef CBaseServerVehicle BaseClass;
// IServerVehicle
public:
void GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV = NULL );
virtual void ItemPostFrame( CBasePlayer *pPlayer );
virtual bool IsPassengerUsingStandardWeapons( int nRole = VEHICLE_ROLE_DRIVER ) { return m_bPlayerCanShoot; }
virtual void SetPlayerCanShoot( bool bCanShoot, int nRole = VEHICLE_ROLE_DRIVER );
protected:
bool m_bPlayerCanShoot;
CPropVehicleChoreoGeneric *GetVehicle( void );
};
void CChoreoGenericServerVehicle::SetPlayerCanShoot( bool bCanShoot, int nRole /*= VEHICLE_ROLE_DRIVER*/ )
{
if ( bCanShoot != m_bPlayerCanShoot )
{
SetPassengerWeapon( bCanShoot, GetPassenger( nRole ) );
m_bPlayerCanShoot = bCanShoot;
}
}
BEGIN_SIMPLE_DATADESC( CChoreoGenericServerVehicle )
DEFINE_FIELD( m_bPlayerCanShoot, FIELD_BOOLEAN ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CPropVehicleChoreoGeneric : public CDynamicProp, public IDrivableVehicle
{
DECLARE_CLASS( CPropVehicleChoreoGeneric, CDynamicProp );
public:
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
CPropVehicleChoreoGeneric( void )
{
m_ServerVehicle.SetVehicle( this );
m_bIgnoreMoveParent = false;
m_bForcePlayerEyePoint = false;
}
~CPropVehicleChoreoGeneric( void )
{
}
// CBaseEntity
virtual void Precache( void );
void Spawn( void );
void Think(void);
virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_IMPULSE_USE; };
virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual void DrawDebugGeometryOverlays( void );
virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy = true );
virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr );
virtual int OnTakeDamage( const CTakeDamageInfo &info );
void PlayerControlInit( CBasePlayer *pPlayer );
void PlayerControlShutdown( void );
void ResetUseKey( CBasePlayer *pPlayer );
virtual bool OverridePropdata() { return true; }
bool ParseViewParams( const char *pScriptName );
void GetVectors(Vector* pForward, Vector* pRight, Vector* pUp) const;
bool CreateVPhysics()
{
SetSolid(SOLID_VPHYSICS);
SetMoveType(MOVETYPE_NONE);
return true;
}
bool ShouldForceExit() { return m_bForcedExit; }
void ClearForcedExit() { m_bForcedExit = false; }
// CBaseAnimating
void HandleAnimEvent( animevent_t *pEvent );
// Inputs
void InputEnterVehicleImmediate( inputdata_t &inputdata );
void InputEnterVehicle( inputdata_t &inputdata );
void InputExitVehicle( inputdata_t &inputdata );
void InputLock( inputdata_t &inputdata );
void InputUnlock( inputdata_t &inputdata );
void InputOpen( inputdata_t &inputdata );
void InputClose( inputdata_t &inputdata );
void InputViewlock( inputdata_t &inputdata );
void InputSetCanShoot( inputdata_t &inputdata );
void InputUseAttachmentEyes( inputdata_t &inputdata );
void InputSetMaxPitch( inputdata_t &inputdata );
void InputSetMinPitch( inputdata_t &inputdata );
void InputSetMaxYaw( inputdata_t &inputdata );
void InputSetMinYaw( inputdata_t &inputdata );
bool ShouldIgnoreParent( void ) { return m_bIgnoreMoveParent; }
// Tuned to match HL2s definition, but this should probably return false in all cases
virtual bool PassengerShouldReceiveDamage( CTakeDamageInfo &info ) { return (info.GetDamageType() & (DMG_BLAST|DMG_RADIATION)) == 0; }
CNetworkHandle( CBasePlayer, m_hPlayer );
CNetworkVarEmbedded( vehicleview_t, m_vehicleView );
private:
vehicleview_t m_savedVehicleView; // gets saved out for viewlock/unlock input
// IDrivableVehicle
public:
virtual CBaseEntity *GetDriver( void );
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 );
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 true; }
virtual void PreExitVehicle( CBaseCombatCharacter *pPassenger, int nRole ) {}
virtual void ExitVehicle( int nRole );
virtual void ItemPostFrame( CBasePlayer *pPlayer ) {}
virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) {}
virtual string_t GetVehicleScriptName() { return m_vehicleScript; }
// If this is a vehicle, returns the vehicle interface
virtual IServerVehicle *GetServerVehicle() { return &m_ServerVehicle; }
bool ShouldCollide( int collisionGroup, int contentsMask ) const;
bool m_bForcePlayerEyePoint; // Uses player's eyepoint instead of 'vehicle_driver_eyes' attachment
protected:
// Contained IServerVehicle
CChoreoGenericServerVehicle m_ServerVehicle;
private:
// Entering / Exiting
bool m_bLocked;
CNetworkVar( bool, m_bEnterAnimOn );
CNetworkVar( bool, m_bExitAnimOn );
CNetworkVector( m_vecEyeExitEndpoint );
bool m_bForcedExit;
bool m_bIgnoreMoveParent;
bool m_bIgnorePlayerCollisions;
bool m_bPlayerCanShoot;
CNetworkVar( bool, m_bForceEyesToAttachment );
// Vehicle script filename
string_t m_vehicleScript;
COutputEvent m_playerOn;
COutputEvent m_playerOff;
COutputEvent m_OnOpen;
COutputEvent m_OnClose;
};
LINK_ENTITY_TO_CLASS( prop_vehicle_choreo_generic, CPropVehicleChoreoGeneric );
BEGIN_DATADESC( CPropVehicleChoreoGeneric )
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Lock", InputLock ),
DEFINE_INPUTFUNC( FIELD_VOID, "Unlock", InputUnlock ),
DEFINE_INPUTFUNC( FIELD_VOID, "EnterVehicle", InputEnterVehicle ),
DEFINE_INPUTFUNC( FIELD_VOID, "EnterVehicleImmediate", InputEnterVehicleImmediate ),
DEFINE_INPUTFUNC( FIELD_VOID, "ExitVehicle", InputExitVehicle ),
DEFINE_INPUTFUNC( FIELD_VOID, "Open", InputOpen ),
DEFINE_INPUTFUNC( FIELD_VOID, "Close", InputClose ),
DEFINE_INPUTFUNC( FIELD_BOOLEAN, "Viewlock", InputViewlock ),
DEFINE_INPUTFUNC( FIELD_BOOLEAN, "SetCanShoot", InputSetCanShoot ),
DEFINE_INPUTFUNC( FIELD_BOOLEAN, "UseAttachmentEyes", InputUseAttachmentEyes ),
DEFINE_INPUTFUNC( FIELD_BOOLEAN, "SetCanShoot", InputSetCanShoot ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetMaxPitch", InputSetMaxPitch ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetMinPitch", InputSetMinPitch ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetMaxYaw", InputSetMaxYaw ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetMinYaw", InputSetMinYaw ),
// Keys
DEFINE_EMBEDDED( m_ServerVehicle ),
DEFINE_FIELD( m_hPlayer, FIELD_EHANDLE ),
DEFINE_FIELD( m_bEnterAnimOn, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bExitAnimOn, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bForcedExit, FIELD_BOOLEAN ),
DEFINE_FIELD( m_vecEyeExitEndpoint, FIELD_POSITION_VECTOR ),
DEFINE_KEYFIELD( m_vehicleScript, FIELD_STRING, "vehiclescript" ),
DEFINE_KEYFIELD( m_bLocked, FIELD_BOOLEAN, "vehiclelocked" ),
DEFINE_KEYFIELD( m_bIgnoreMoveParent, FIELD_BOOLEAN, "ignoremoveparent" ),
DEFINE_KEYFIELD( m_bIgnorePlayerCollisions, FIELD_BOOLEAN, "ignoreplayer" ),
DEFINE_KEYFIELD( m_bForcePlayerEyePoint, FIELD_BOOLEAN, "useplayereyes" ),
DEFINE_KEYFIELD( m_bPlayerCanShoot, FIELD_BOOLEAN, "playercanshoot" ),
DEFINE_KEYFIELD( m_bForceEyesToAttachment , FIELD_BOOLEAN, "useattachmenteyes" ),
DEFINE_OUTPUT( m_playerOn, "PlayerOn" ),
DEFINE_OUTPUT( m_playerOff, "PlayerOff" ),
DEFINE_OUTPUT( m_OnOpen, "OnOpen" ),
DEFINE_OUTPUT( m_OnClose, "OnClose" ),
DEFINE_EMBEDDED( m_vehicleView ),
DEFINE_EMBEDDED( m_savedVehicleView ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST(CPropVehicleChoreoGeneric, DT_PropVehicleChoreoGeneric)
SendPropEHandle(SENDINFO(m_hPlayer)),
SendPropBool(SENDINFO(m_bEnterAnimOn)),
SendPropBool(SENDINFO(m_bExitAnimOn)),
SendPropBool(SENDINFO(m_bForceEyesToAttachment)),
SendPropVector(SENDINFO(m_vecEyeExitEndpoint), -1, SPROP_COORD),
SendPropBool( SENDINFO_STRUCTELEM( vehicleview_t, m_vehicleView, bClampEyeAngles ) ),
SendPropFloat( SENDINFO_STRUCTELEM( vehicleview_t, m_vehicleView, flPitchCurveZero ) ),
SendPropFloat( SENDINFO_STRUCTELEM( vehicleview_t, m_vehicleView, flPitchCurveLinear ) ),
SendPropFloat( SENDINFO_STRUCTELEM( vehicleview_t, m_vehicleView, flRollCurveZero ) ),
SendPropFloat( SENDINFO_STRUCTELEM( vehicleview_t, m_vehicleView, flRollCurveLinear ) ),
SendPropFloat( SENDINFO_STRUCTELEM( vehicleview_t, m_vehicleView, flFOV ) ),
SendPropFloat( SENDINFO_STRUCTELEM( vehicleview_t, m_vehicleView, flYawMin ) ),
SendPropFloat( SENDINFO_STRUCTELEM( vehicleview_t, m_vehicleView, flYawMax ) ),
SendPropFloat( SENDINFO_STRUCTELEM( vehicleview_t, m_vehicleView, flPitchMin ) ),
SendPropFloat( SENDINFO_STRUCTELEM( vehicleview_t, m_vehicleView, flPitchMax ) ),
END_SEND_TABLE();
bool ShouldVehicleIgnoreEntity( CBaseEntity *pVehicle, CBaseEntity *pCollide )
{
if ( pCollide->GetParent() == pVehicle )
return true;
CPropVehicleChoreoGeneric *pChoreoVehicle = dynamic_cast <CPropVehicleChoreoGeneric *>( pVehicle );
if ( pChoreoVehicle == NULL )
return false;
if ( pCollide == NULL )
return false;
if ( pChoreoVehicle->ShouldIgnoreParent() == false )
return false;
if ( pChoreoVehicle->GetMoveParent() == pCollide )
return true;
return false;
}
//------------------------------------------------
// Precache
//------------------------------------------------
void CPropVehicleChoreoGeneric::Precache( void )
{
BaseClass::Precache();
m_ServerVehicle.Initialize( STRING(m_vehicleScript) );
m_ServerVehicle.UseLegacyExitChecks( true );
}
//------------------------------------------------
// Spawn
//------------------------------------------------
void CPropVehicleChoreoGeneric::Spawn( void )
{
Precache();
SetModel( STRING( GetModelName() ) );
SetCollisionGroup( COLLISION_GROUP_VEHICLE );
if ( GetSolid() != SOLID_NONE )
{
BaseClass::Spawn();
}
m_ServerVehicle.SetPlayerCanShoot( m_bPlayerCanShoot );
m_takedamage = DAMAGE_EVENTS_ONLY;
SetNextThink( gpGlobals->curtime );
ParseViewParams( STRING(m_vehicleScript) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicleChoreoGeneric::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
{
if ( ptr->hitbox == VEHICLE_HITBOX_DRIVER )
{
if ( m_hPlayer != NULL )
{
m_hPlayer->TakeDamage( info );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CPropVehicleChoreoGeneric::OnTakeDamage( const CTakeDamageInfo &inputInfo )
{
CTakeDamageInfo info = inputInfo;
info.ScaleDamage( 25 );
// reset the damage
info.SetDamage( inputInfo.GetDamage() );
// Check to do damage to prisoner
if ( m_hPlayer != NULL )
{
// Take no damage from physics damages
if ( info.GetDamageType() & DMG_CRUSH )
return 0;
// Take the damage
m_hPlayer->TakeDamage( info );
}
return 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Vector CPropVehicleChoreoGeneric::BodyTarget( const Vector &posSrc, bool bNoisy )
{
Vector shotPos;
int eyeAttachmentIndex = LookupAttachment("vehicle_driver_eyes");
GetAttachment( eyeAttachmentIndex, shotPos );
if ( bNoisy )
{
shotPos[0] += random->RandomFloat( -8.0f, 8.0f );
shotPos[1] += random->RandomFloat( -8.0f, 8.0f );
shotPos[2] += random->RandomFloat( -8.0f, 8.0f );
}
return shotPos;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicleChoreoGeneric::Think(void)
{
SetNextThink( gpGlobals->curtime + 0.1 );
if ( GetDriver() )
{
BaseClass::Think();
// If the enter or exit animation has finished, tell the server vehicle
if ( IsSequenceFinished() && (m_bExitAnimOn || m_bEnterAnimOn) )
{
GetServerVehicle()->HandleEntryExitFinish( m_bExitAnimOn, true );
}
#if defined ( PORTAL2 )
// Hack (possibily temp?) for finale... Make sure the player's body follows somewhat closely to the eye point animation
// so their shoot position doesn't come from across the world.
// This could be cleaned up and made an option on a keyvalue if we dont end up solving it a different way.. checking in dirty because we want to this very soon.
CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating *>(GetServerVehicle()->GetVehicleEnt());
if ( pAnimating )
{
Vector vSeatOrigin;
QAngle qSeatAngles;
if ( GetDriver() && pAnimating->GetAttachment( "vehicle_feet_passenger0", vSeatOrigin, qSeatAngles ) )
{
// Set us to that position
CBaseEntity* pDriver = GetDriver();
pDriver->SetAbsOrigin( vSeatOrigin );
pDriver->SetAbsAngles( qSeatAngles );
}
}
#endif
}
StudioFrameAdvance();
DispatchAnimEvents( this );
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CPropVehicleChoreoGeneric::InputOpen( inputdata_t &inputdata )
{
int nSequence = LookupSequence( "open" );
// Set to the desired anim, or default anim if the desired is not present
if ( nSequence > ACTIVITY_NOT_AVAILABLE )
{
SetCycle( 0 );
m_flAnimTime = gpGlobals->curtime;
ResetSequence( nSequence );
ResetClientsideFrame();
}
else
{
// Not available try to get default anim
Msg( "Choreo Generic Vehicle %s: missing open sequence\n", GetDebugName() );
SetSequence( 0 );
}
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CPropVehicleChoreoGeneric::InputClose( inputdata_t &inputdata )
{
if ( m_bLocked || m_bEnterAnimOn )
return;
int nSequence = LookupSequence( "close" );
// Set to the desired anim, or default anim if the desired is not present
if ( nSequence > ACTIVITY_NOT_AVAILABLE )
{
SetCycle( 0 );
m_flAnimTime = gpGlobals->curtime;
ResetSequence( nSequence );
ResetClientsideFrame();
}
else
{
// Not available try to get default anim
Msg( "Choreo Generic Vehicle %s: missing close sequence\n", GetDebugName() );
SetSequence( 0 );
}
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CPropVehicleChoreoGeneric::InputViewlock( inputdata_t &inputdata )
{
if (inputdata.value.Bool()) // lock
{
if (m_savedVehicleView.flFOV == 0) // not already locked
{
m_savedVehicleView = m_vehicleView;
m_vehicleView.flYawMax = m_vehicleView.flYawMin = m_vehicleView.flPitchMin = m_vehicleView.flPitchMax = 0.0f;
}
}
else
{ //unlock
Assert(m_savedVehicleView.flFOV); // is nonzero if something is saved, is zero if nothing was saved.
if (m_savedVehicleView.flFOV)
{
// m_vehicleView = m_savedVehicleView;
m_savedVehicleView.flFOV = 0;
m_vehicleView.flYawMax.Set( m_savedVehicleView.flYawMax);
m_vehicleView.flYawMin.Set( m_savedVehicleView.flYawMin);
m_vehicleView.flPitchMin.Set(m_savedVehicleView.flPitchMin);
m_vehicleView.flPitchMax.Set(m_savedVehicleView.flPitchMax);
/* // note: the straight assignments, as in the lower two lines below, do not call the = overload and thus are never transmitted!
m_vehicleView.flYawMax = 50; // m_savedVehicleView.flYawMax;
m_vehicleView.flYawMin = -50; // m_savedVehicleView.flYawMin;
m_vehicleView.flPitchMin = m_savedVehicleView.flPitchMin;
m_vehicleView.flPitchMax = m_savedVehicleView.flPitchMax;
*/
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicleChoreoGeneric::HandleAnimEvent( animevent_t *pEvent )
{
int nEvent = pEvent->Event();
if ( nEvent == AE_CHOREO_VEHICLE_OPEN )
{
m_OnOpen.FireOutput( this, this );
m_bLocked = false;
}
else if ( nEvent == AE_CHOREO_VEHICLE_CLOSE )
{
m_OnClose.FireOutput( this, this );
m_bLocked = true;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicleChoreoGeneric::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
CBasePlayer *pPlayer = ToBasePlayer( pActivator );
if ( !pPlayer )
return;
ResetUseKey( pPlayer );
GetServerVehicle()->HandlePassengerEntry( pPlayer, (value > 0) );
}
//-----------------------------------------------------------------------------
// Purpose: Return true of the player's allowed to enter / exit the vehicle
//-----------------------------------------------------------------------------
bool CPropVehicleChoreoGeneric::CanEnterVehicle( CBaseEntity *pEntity )
{
// Prevent entering if the vehicle's being driven by an NPC
if ( GetDriver() && GetDriver() != pEntity )
return false;
// Prevent entering if the vehicle's locked
return !m_bLocked;
}
//-----------------------------------------------------------------------------
// Purpose: Return true of the player is allowed to exit the vehicle.
//-----------------------------------------------------------------------------
bool CPropVehicleChoreoGeneric::CanExitVehicle( CBaseEntity *pEntity )
{
// Prevent exiting if the vehicle's locked, rotating, or playing an entry/exit anim.
return ( !m_bLocked && (GetLocalAngularVelocity() == vec3_angle) && !m_bEnterAnimOn && !m_bExitAnimOn );
}
//-----------------------------------------------------------------------------
// Purpose: Override base class to add display
//-----------------------------------------------------------------------------
void CPropVehicleChoreoGeneric::DrawDebugGeometryOverlays(void)
{
// Draw if BBOX is on
if ( m_debugOverlays & OVERLAY_BBOX_BIT )
{
}
BaseClass::DrawDebugGeometryOverlays();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicleChoreoGeneric::EnterVehicle( CBaseCombatCharacter *pPassenger )
{
if ( pPassenger == NULL )
return;
CBasePlayer *pPlayer = ToBasePlayer( pPassenger );
if ( pPlayer != NULL )
{
// Remove any player who may be in the vehicle at the moment
if ( m_hPlayer )
{
ExitVehicle( VEHICLE_ROLE_DRIVER );
}
m_hPlayer = pPlayer;
m_playerOn.FireOutput( pPlayer, this, 0 );
#if defined ( PORTAL2 )
CPortal_Player *pPortalPlayer = ToPortalPlayer( pPlayer );
if ( pPortalPlayer && pPortalPlayer->IsZoomed() )
{
pPortalPlayer->ZoomOut();
}
#endif
m_ServerVehicle.SoundStart();
}
else
{
// NPCs not supported yet - jdw
Assert( 0 );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicleChoreoGeneric::SetVehicleEntryAnim( bool bOn )
{
m_bEnterAnimOn = bOn;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicleChoreoGeneric::ExitVehicle( int nRole )
{
CBasePlayer *pPlayer = m_hPlayer;
if ( !pPlayer )
return;
m_hPlayer = NULL;
ResetUseKey( pPlayer );
m_playerOff.FireOutput( pPlayer, this, 0 );
m_bEnterAnimOn = false;
m_ServerVehicle.SoundShutdown( 1.0 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicleChoreoGeneric::ResetUseKey( CBasePlayer *pPlayer )
{
pPlayer->m_afButtonPressed &= ~IN_USE;
}
//-----------------------------------------------------------------------------
// Purpose: Vehicles are permanently oriented off angle for vphysics.
//-----------------------------------------------------------------------------
void CPropVehicleChoreoGeneric::GetVectors(Vector* pForward, Vector* pRight, Vector* pUp) const
{
// This call is necessary to cause m_rgflCoordinateFrame to be recomputed
const matrix3x4_t &entityToWorld = EntityToWorldTransform();
if (pForward != NULL)
{
MatrixGetColumn( entityToWorld, 1, *pForward );
}
if (pRight != NULL)
{
MatrixGetColumn( entityToWorld, 0, *pRight );
}
if (pUp != NULL)
{
MatrixGetColumn( entityToWorld, 2, *pUp );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseEntity *CPropVehicleChoreoGeneric::GetDriver( void )
{
return m_hPlayer;
}
//-----------------------------------------------------------------------------
// Purpose: Prevent the player from entering / exiting the vehicle
//-----------------------------------------------------------------------------
void CPropVehicleChoreoGeneric::InputLock( inputdata_t &inputdata )
{
m_bLocked = true;
}
//-----------------------------------------------------------------------------
// Purpose: Allow the player to enter / exit the vehicle
//-----------------------------------------------------------------------------
void CPropVehicleChoreoGeneric::InputUnlock( inputdata_t &inputdata )
{
m_bLocked = false;
}
//-----------------------------------------------------------------------------
// Purpose: Force the player to enter the vehicle.
//-----------------------------------------------------------------------------
void CPropVehicleChoreoGeneric::InputEnterVehicle( inputdata_t &inputdata )
{
if ( m_bEnterAnimOn )
return;
// Try the activator first & use them if they are a player.
CBasePlayer *pPlayer = ToBasePlayer( inputdata.pActivator );
if ( pPlayer == NULL )
{
// Activator was not a player, just grab the single-player player.
pPlayer = AI_GetSinglePlayer();
if ( pPlayer == NULL )
return;
}
// Force us to drop anything we're holding
pPlayer->ForceDropOfCarriedPhysObjects();
// FIXME: I hate code like this. I should really add a parameter to HandlePassengerEntry
// to allow entry into locked vehicles
bool bWasLocked = m_bLocked;
m_bLocked = false;
GetServerVehicle()->HandlePassengerEntry( pPlayer, true );
m_bLocked = bWasLocked;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CPropVehicleChoreoGeneric::InputEnterVehicleImmediate( inputdata_t &inputdata )
{
if ( m_bEnterAnimOn )
return;
// Try the activator first & use them if they are a player.
CBasePlayer *pPlayer = ToBasePlayer( inputdata.pActivator );
if ( pPlayer == NULL )
{
// Activator was not a player, just grab the singleplayer player.
pPlayer = AI_GetSinglePlayer();
if ( pPlayer == NULL )
return;
}
if ( pPlayer->IsInAVehicle() )
{
// Force the player out of whatever vehicle they are in.
pPlayer->LeaveVehicle();
}
// Force us to drop anything we're holding
pPlayer->ForceDropOfCarriedPhysObjects();
pPlayer->GetInVehicle( GetServerVehicle(), VEHICLE_ROLE_DRIVER );
}
//-----------------------------------------------------------------------------
// Purpose: Force the player to exit the vehicle.
//-----------------------------------------------------------------------------
void CPropVehicleChoreoGeneric::InputExitVehicle( inputdata_t &inputdata )
{
m_bForcedExit = true;
}
//-----------------------------------------------------------------------------
// Purpose: Parses the vehicle's script for the vehicle view parameters
//-----------------------------------------------------------------------------
bool CPropVehicleChoreoGeneric::ParseViewParams( const char *pScriptName )
{
byte *pFile = UTIL_LoadFileForMe( pScriptName, NULL );
if ( !pFile )
return false;
IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( (char *)pFile );
CVehicleChoreoViewParser viewParser;
while ( !pParse->Finished() )
{
const char *pBlock = pParse->GetCurrentBlockName();
if ( !strcmpi( pBlock, "vehicle_view" ) )
{
pParse->ParseCustom( &m_vehicleView, &viewParser );
}
else
{
pParse->SkipBlock();
}
}
physcollision->VPhysicsKeyParserDestroy( pParse );
UTIL_FreeFile( pFile );
Precache();
return true;
}
//========================================================================================================================================
// CRANE VEHICLE SERVER VEHICLE
//========================================================================================================================================
CPropVehicleChoreoGeneric *CChoreoGenericServerVehicle::GetVehicle( void )
{
return (CPropVehicleChoreoGeneric *)GetDrivableVehicle();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pPlayer -
//-----------------------------------------------------------------------------
void CChoreoGenericServerVehicle::ItemPostFrame( CBasePlayer *player )
{
Assert( player == GetDriver() );
GetDrivableVehicle()->ItemPostFrame( player );
if (( player->m_afButtonPressed & IN_USE ) || GetVehicle()->ShouldForceExit() )
{
GetVehicle()->ClearForcedExit();
if ( GetDrivableVehicle()->CanExitVehicle(player) )
{
// Let the vehicle try to play the exit animation
if ( !HandlePassengerExit( player ) && ( player != NULL ) )
{
player->PlayUseDenySound();
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CChoreoGenericServerVehicle::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV /*= NULL*/ )
{
// FIXME: This needs to be reconciled with the other versions of this function!
Assert( nRole == VEHICLE_ROLE_DRIVER );
CBasePlayer *pPlayer = ToBasePlayer( GetDrivableVehicle()->GetDriver() );
Assert( pPlayer );
// Use the player's eyes instead of the attachment point
if ( GetVehicle()->m_bForcePlayerEyePoint )
{
// Call to BaseClass because CBasePlayer::EyePosition calls this function.
*pAbsOrigin = pPlayer->CBasePlayer::BaseClass::EyePosition();
*pAbsAngles = pPlayer->CBasePlayer::BaseClass::EyeAngles();
return;
}
*pAbsAngles = pPlayer->EyeAngles(); // yuck. this is an in/out parameter.
float flPitchFactor = 1.0;
matrix3x4_t vehicleEyePosToWorld;
Vector vehicleEyeOrigin;
QAngle vehicleEyeAngles;
GetVehicle()->GetAttachment( "vehicle_driver_eyes", vehicleEyeOrigin, vehicleEyeAngles );
AngleMatrix( vehicleEyeAngles, vehicleEyePosToWorld );
// Compute the relative rotation between the unperterbed eye attachment + the eye angles
matrix3x4_t cameraToWorld;
AngleMatrix( *pAbsAngles, cameraToWorld );
matrix3x4_t worldToEyePos;
MatrixInvert( vehicleEyePosToWorld, worldToEyePos );
matrix3x4_t vehicleCameraToEyePos;
ConcatTransforms( worldToEyePos, cameraToWorld, vehicleCameraToEyePos );
// Now perterb the attachment point
vehicleEyeAngles.x = RemapAngleRange( PITCH_CURVE_ZERO * flPitchFactor, PITCH_CURVE_LINEAR, vehicleEyeAngles.x );
vehicleEyeAngles.z = RemapAngleRange( ROLL_CURVE_ZERO * flPitchFactor, ROLL_CURVE_LINEAR, vehicleEyeAngles.z );
AngleMatrix( vehicleEyeAngles, vehicleEyeOrigin, vehicleEyePosToWorld );
// Now treat the relative eye angles as being relative to this new, perterbed view position...
matrix3x4_t newCameraToWorld;
ConcatTransforms( vehicleEyePosToWorld, vehicleCameraToEyePos, newCameraToWorld );
// output new view abs angles
MatrixAngles( newCameraToWorld, *pAbsAngles );
// UNDONE: *pOrigin would already be correct in single player if the HandleView() on the server ran after vphysics
MatrixGetColumn( newCameraToWorld, 3, *pAbsOrigin );
}
bool CPropVehicleChoreoGeneric::ShouldCollide( int collisionGroup, int contentsMask ) const
{
if ( m_bIgnorePlayerCollisions == true )
{
if ( collisionGroup == COLLISION_GROUP_PLAYER || collisionGroup == COLLISION_GROUP_PLAYER_MOVEMENT )
return false;
}
return BaseClass::ShouldCollide( collisionGroup, contentsMask );
}
void CPropVehicleChoreoGeneric::InputSetCanShoot( inputdata_t &inputdata )
{
m_bPlayerCanShoot = inputdata.value.Bool();
m_ServerVehicle.SetPlayerCanShoot( m_bPlayerCanShoot );
}
void CPropVehicleChoreoGeneric::InputUseAttachmentEyes( inputdata_t &inputdata )
{
m_bForceEyesToAttachment = inputdata.value.Bool();
}
void CPropVehicleChoreoGeneric::InputSetMaxPitch( inputdata_t &inputdata )
{
m_vehicleView.flPitchMax = inputdata.value.Float();
}
void CPropVehicleChoreoGeneric::InputSetMinPitch( inputdata_t &inputdata )
{
m_vehicleView.flPitchMin = inputdata.value.Float();
}
void CPropVehicleChoreoGeneric::InputSetMaxYaw( inputdata_t &inputdata )
{
m_vehicleView.flYawMax = inputdata.value.Float();
}
void CPropVehicleChoreoGeneric::InputSetMinYaw( inputdata_t &inputdata )
{
m_vehicleView.flYawMin = inputdata.value.Float();
}
CVehicleChoreoViewParser::CVehicleChoreoViewParser( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVehicleChoreoViewParser::ParseKeyValue( void *pData, const char *pKey, const char *pValue )
{
vehicleview_t *pView = (vehicleview_t *)pData;
// New gear?
if ( !strcmpi( pKey, "clamp" ) )
{
pView->bClampEyeAngles = !!atoi( pValue );
}
else if ( !strcmpi( pKey, "pitchcurvezero" ) )
{
pView->flPitchCurveZero = atof( pValue );
}
else if ( !strcmpi( pKey, "pitchcurvelinear" ) )
{
pView->flPitchCurveLinear = atof( pValue );
}
else if ( !strcmpi( pKey, "rollcurvezero" ) )
{
pView->flRollCurveZero = atof( pValue );
}
else if ( !strcmpi( pKey, "rollcurvelinear" ) )
{
pView->flRollCurveLinear = atof( pValue );
}
else if ( !strcmpi( pKey, "yawmin" ) )
{
pView->flYawMin = atof( pValue );
}
else if ( !strcmpi( pKey, "yawmax" ) )
{
pView->flYawMax = atof( pValue );
}
else if ( !strcmpi( pKey, "pitchmin" ) )
{
pView->flPitchMin = atof( pValue );
}
else if ( !strcmpi( pKey, "pitchmax" ) )
{
pView->flPitchMax = atof( pValue );
}
else if ( !strcmpi( pKey, "fov" ) )
{
pView->flFOV = atof( pValue );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVehicleChoreoViewParser::SetDefaults( void *pData )
{
vehicleview_t *pView = (vehicleview_t *)pData;
pView->bClampEyeAngles = true;
pView->flPitchCurveZero = PITCH_CURVE_ZERO;
pView->flPitchCurveLinear = PITCH_CURVE_LINEAR;
pView->flRollCurveZero = ROLL_CURVE_ZERO;
pView->flRollCurveLinear = ROLL_CURVE_LINEAR;
pView->flFOV = CHOREO_VEHICLE_VIEW_FOV;
pView->flYawMin = CHOREO_VEHICLE_VIEW_YAW_MIN;
pView->flYawMax = CHOREO_VEHICLE_VIEW_YAW_MAX;
pView->flPitchMin = CHOREO_VEHICLE_VIEW_PITCH_MIN;
pView->flPitchMax = CHOREO_VEHICLE_VIEW_PITCH_MAX;
}