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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//
//=============================================================================
#include "cbase.h"
#include "vehicle_jeep_episodic.h"
#include "collisionutils.h"
#include "npc_alyx_episodic.h"
#include "particle_parse.h"
#include "particle_system.h"
#include "hl2_player.h"
#include "in_buttons.h"
#include "vphysics/friction.h"
#include "vphysicsupdateai.h"
#include "physics_npc_solver.h"
#include "Sprite.h"
#include "weapon_striderbuster.h"
#include "npc_strider.h"
#include "vguiscreen.h"
#include "hl2_vehicle_radar.h"
#include "props.h"
#include "ai_dynamiclink.h"
extern ConVar phys_upimpactforcescale;
ConVar jalopy_blocked_exit_max_speed( "jalopy_blocked_exit_max_speed", "50" );
#define JEEP_AMMOCRATE_HITGROUP 5
#define JEEP_AMMO_CRATE_CLOSE_DELAY 2.0f
// Bodygroups
#define JEEP_RADAR_BODYGROUP 1
#define JEEP_HOPPER_BODYGROUP 2
#define JEEP_CARBAR_BODYGROUP 3
#define RADAR_PANEL_MATERIAL "vgui/screens/radar"
#define RADAR_PANEL_WRITEZ "engine/writez"
static const char *s_szHazardSprite = "sprites/light_glow01.vmt";
enum { RADAR_MODE_NORMAL = 0, RADAR_MODE_STICKY, };
//=========================================================
//=========================================================
class CRadarTarget : public CPointEntity { DECLARE_CLASS( CRadarTarget, CPointEntity );
public: void Spawn();
bool IsDisabled() { return m_bDisabled; } int GetType() { return m_iType; } int GetMode() { return m_iMode; } void InputEnable( inputdata_t &inputdata ); void InputDisable( inputdata_t &inputdata ); int ObjectCaps();
private: bool m_bDisabled; int m_iType; int m_iMode;
public: float m_flRadius;
DECLARE_DATADESC(); };
LINK_ENTITY_TO_CLASS( info_radar_target, CRadarTarget );
BEGIN_DATADESC( CRadarTarget ) DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ), DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "radius" ), DEFINE_KEYFIELD( m_iType, FIELD_INTEGER, "type" ), DEFINE_KEYFIELD( m_iMode, FIELD_INTEGER, "mode" ), DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), DEFINE_INPUTFUNC( FIELD_VOID, "Disable",InputDisable ), END_DATADESC();
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CRadarTarget::Spawn() { BaseClass::Spawn(); AddEffects( EF_NODRAW ); SetMoveType( MOVETYPE_NONE ); SetSolid( SOLID_NONE ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CRadarTarget::InputEnable( inputdata_t &inputdata ) { m_bDisabled = false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CRadarTarget::InputDisable( inputdata_t &inputdata ) { m_bDisabled = true; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CRadarTarget::ObjectCaps() { return BaseClass::ObjectCaps() | FCAP_ACROSS_TRANSITION; }
//
// Trigger which detects entities placed in the cargo hold of the jalopy
//
class CVehicleCargoTrigger : public CBaseEntity { DECLARE_CLASS( CVehicleCargoTrigger, CBaseEntity );
public:
//
// Creates a trigger with the specified bounds
static CVehicleCargoTrigger *Create( const Vector &vecOrigin, const Vector &vecMins, const Vector &vecMaxs, CBaseEntity *pOwner ) { CVehicleCargoTrigger *pTrigger = (CVehicleCargoTrigger *) CreateEntityByName( "trigger_vehicle_cargo" ); if ( pTrigger == NULL ) return NULL;
UTIL_SetOrigin( pTrigger, vecOrigin ); UTIL_SetSize( pTrigger, vecMins, vecMaxs ); pTrigger->SetOwnerEntity( pOwner ); pTrigger->SetParent( pOwner );
pTrigger->Spawn();
return pTrigger; }
//
// Handles the trigger touching its intended quarry
void CargoTouch( CBaseEntity *pOther ) { // Cannot be ignoring touches
if ( ( m_hIgnoreEntity == pOther ) || ( m_flIgnoreDuration >= gpGlobals->curtime ) ) return;
// Make sure this object is being held by the player
if ( pOther->VPhysicsGetObject() == NULL || (pOther->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD) == false ) return;
if ( StriderBuster_NumFlechettesAttached( pOther ) > 0 ) return;
AddCargo( pOther ); }
bool AddCargo( CBaseEntity *pOther ) { // For now, only bother with strider busters
if ( (FClassnameIs( pOther, "weapon_striderbuster" ) == false) && (FClassnameIs( pOther, "npc_grenade_magna" ) == false) ) return false;
// Must be a physics prop
CPhysicsProp *pProp = dynamic_cast<CPhysicsProp *>(pOther); if ( pOther == NULL ) return false;
CPropJeepEpisodic *pJeep = dynamic_cast< CPropJeepEpisodic * >( GetOwnerEntity() ); if ( pJeep == NULL ) return false;
// Make the player release the item
Pickup_ForcePlayerToDropThisObject( pOther );
// Stop colliding with things
pOther->VPhysicsDestroyObject(); pOther->SetSolidFlags( FSOLID_NOT_SOLID ); pOther->SetMoveType( MOVETYPE_NONE );
// Parent the object to our owner
pOther->SetParent( GetOwnerEntity() );
// The car now owns the entity
pJeep->AddPropToCargoHold( pProp );
// Notify the buster that it's been added to the cargo hold.
StriderBuster_OnAddToCargoHold( pProp );
// Stop touching this item
Disable();
return true; }
//
// Setup the entity
void Spawn( void ) { BaseClass::Spawn();
SetSolid( SOLID_BBOX ); SetSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID );
SetTouch( &CVehicleCargoTrigger::CargoTouch ); }
void Activate() { BaseClass::Activate(); SetSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID ); // Fixes up old savegames
}
//
// When we've stopped touching this entity, we ignore it
void EndTouch( CBaseEntity *pOther ) { if ( pOther == m_hIgnoreEntity ) { m_hIgnoreEntity = NULL; }
BaseClass::EndTouch( pOther ); }
//
// Disables the trigger for a set duration
void IgnoreTouches( CBaseEntity *pIgnoreEntity ) { m_hIgnoreEntity = pIgnoreEntity; m_flIgnoreDuration = gpGlobals->curtime + 0.5f; }
void Disable( void ) { SetTouch( NULL ); }
void Enable( void ) { SetTouch( &CVehicleCargoTrigger::CargoTouch ); }
protected:
float m_flIgnoreDuration; CHandle <CBaseEntity> m_hIgnoreEntity;
DECLARE_DATADESC(); };
LINK_ENTITY_TO_CLASS( trigger_vehicle_cargo, CVehicleCargoTrigger );
BEGIN_DATADESC( CVehicleCargoTrigger ) DEFINE_FIELD( m_flIgnoreDuration, FIELD_TIME ), DEFINE_FIELD( m_hIgnoreEntity, FIELD_EHANDLE ), DEFINE_ENTITYFUNC( CargoTouch ), END_DATADESC();
//
// Transition reference point for the vehicle
//
class CInfoTargetVehicleTransition : public CPointEntity { public: DECLARE_CLASS( CInfoTargetVehicleTransition, CPointEntity );
void Enable( void ) { m_bDisabled = false; } void Disable( void ) { m_bDisabled = true; }
bool IsDisabled( void ) const { return m_bDisabled; }
private:
void InputEnable( inputdata_t &data ) { Enable(); } void InputDisable( inputdata_t &data ) { Disable(); }
bool m_bDisabled;
DECLARE_DATADESC(); };
BEGIN_DATADESC( CInfoTargetVehicleTransition ) DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), DEFINE_INPUTFUNC( FIELD_VOID, "Disable",InputDisable ), END_DATADESC();
LINK_ENTITY_TO_CLASS( info_target_vehicle_transition, CInfoTargetVehicleTransition );
//
// CPropJeepEpisodic
//
LINK_ENTITY_TO_CLASS( prop_vehicle_jeep, CPropJeepEpisodic );
BEGIN_DATADESC( CPropJeepEpisodic )
DEFINE_FIELD( m_bEntranceLocked, FIELD_BOOLEAN ), DEFINE_FIELD( m_bExitLocked, FIELD_BOOLEAN ), DEFINE_FIELD( m_hCargoProp, FIELD_EHANDLE ), DEFINE_FIELD( m_hCargoTrigger, FIELD_EHANDLE ), DEFINE_FIELD( m_bAddingCargo, FIELD_BOOLEAN ), DEFINE_ARRAY( m_hWheelDust, FIELD_EHANDLE, NUM_WHEEL_EFFECTS ), DEFINE_ARRAY( m_hWheelWater, FIELD_EHANDLE, NUM_WHEEL_EFFECTS ), DEFINE_ARRAY( m_hHazardLights, FIELD_EHANDLE, NUM_HAZARD_LIGHTS ), DEFINE_FIELD( m_flCargoStartTime, FIELD_TIME ), DEFINE_FIELD( m_bBlink, FIELD_BOOLEAN ), DEFINE_FIELD( m_bRadarEnabled, FIELD_BOOLEAN ), DEFINE_FIELD( m_bRadarDetectsEnemies, FIELD_BOOLEAN ), DEFINE_FIELD( m_hRadarScreen, FIELD_EHANDLE ), DEFINE_FIELD( m_hLinkControllerFront, FIELD_EHANDLE ), DEFINE_FIELD( m_hLinkControllerRear, FIELD_EHANDLE ), DEFINE_KEYFIELD( m_bBusterHopperVisible, FIELD_BOOLEAN, "CargoVisible" ), // m_flNextAvoidBroadcastTime
DEFINE_FIELD( m_flNextWaterSound, FIELD_TIME ), DEFINE_FIELD( m_flNextRadarUpdateTime, FIELD_TIME ), DEFINE_FIELD( m_iNumRadarContacts, FIELD_INTEGER ), DEFINE_ARRAY( m_vecRadarContactPos, FIELD_POSITION_VECTOR, RADAR_MAX_CONTACTS ), DEFINE_ARRAY( m_iRadarContactType, FIELD_INTEGER, RADAR_MAX_CONTACTS ),
DEFINE_THINKFUNC( HazardBlinkThink ),
DEFINE_OUTPUT( m_OnCompanionEnteredVehicle, "OnCompanionEnteredVehicle" ), DEFINE_OUTPUT( m_OnCompanionExitedVehicle, "OnCompanionExitedVehicle" ), DEFINE_OUTPUT( m_OnHostileEnteredVehicle, "OnHostileEnteredVehicle" ), DEFINE_OUTPUT( m_OnHostileExitedVehicle, "OnHostileExitedVehicle" ), DEFINE_INPUTFUNC( FIELD_VOID, "LockEntrance", InputLockEntrance ), DEFINE_INPUTFUNC( FIELD_VOID, "UnlockEntrance", InputUnlockEntrance ), DEFINE_INPUTFUNC( FIELD_VOID, "LockExit", InputLockExit ), DEFINE_INPUTFUNC( FIELD_VOID, "UnlockExit", InputUnlockExit ), DEFINE_INPUTFUNC( FIELD_VOID, "EnableRadar", InputEnableRadar ), DEFINE_INPUTFUNC( FIELD_VOID, "DisableRadar", InputDisableRadar ), DEFINE_INPUTFUNC( FIELD_VOID, "EnableRadarDetectEnemies", InputEnableRadarDetectEnemies ), DEFINE_INPUTFUNC( FIELD_VOID, "AddBusterToCargo", InputAddBusterToCargo ), DEFINE_INPUTFUNC( FIELD_VOID, "OutsideTransition", InputOutsideTransition ), DEFINE_INPUTFUNC( FIELD_VOID, "DisablePhysGun", InputDisablePhysGun ), DEFINE_INPUTFUNC( FIELD_VOID, "EnablePhysGun", InputEnablePhysGun ), DEFINE_INPUTFUNC( FIELD_VOID, "CreateLinkController", InputCreateLinkController ), DEFINE_INPUTFUNC( FIELD_VOID, "DestroyLinkController", InputDestroyLinkController ),
DEFINE_INPUTFUNC( FIELD_BOOLEAN, "SetCargoHopperVisibility", InputSetCargoVisibility ),
END_DATADESC();
IMPLEMENT_SERVERCLASS_ST(CPropJeepEpisodic, DT_CPropJeepEpisodic) //CNetworkVar( int, m_iNumRadarContacts );
SendPropInt( SENDINFO(m_iNumRadarContacts), 8 ),
//CNetworkArray( Vector, m_vecRadarContactPos, RADAR_MAX_CONTACTS );
SendPropArray( SendPropVector( SENDINFO_ARRAY(m_vecRadarContactPos), -1, SPROP_COORD), m_vecRadarContactPos ),
//CNetworkArray( int, m_iRadarContactType, RADAR_MAX_CONTACTS );
SendPropArray( SendPropInt(SENDINFO_ARRAY(m_iRadarContactType), RADAR_CONTACT_TYPE_BITS ), m_iRadarContactType ), END_SEND_TABLE()
//=============================================================================
// Episodic jeep
CPropJeepEpisodic::CPropJeepEpisodic( void ) : m_bEntranceLocked( false ), m_bExitLocked( false ), m_bAddingCargo( false ), m_flNextAvoidBroadcastTime( 0.0f ) { m_bHasGun = false; m_bUnableToFire = true; m_bRadarDetectsEnemies = false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::UpdateOnRemove( void ) { BaseClass::UpdateOnRemove();
// Kill our wheel dust
for ( int i = 0; i < NUM_WHEEL_EFFECTS; i++ ) { if ( m_hWheelDust[i] != NULL ) { UTIL_Remove( m_hWheelDust[i] ); }
if ( m_hWheelWater[i] != NULL ) { UTIL_Remove( m_hWheelWater[i] ); } }
DestroyHazardLights(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::Precache( void ) { PrecacheMaterial( RADAR_PANEL_MATERIAL ); PrecacheMaterial( RADAR_PANEL_WRITEZ ); PrecacheModel( s_szHazardSprite ); PrecacheScriptSound( "JNK_Radar_Ping_Friendly" ); PrecacheScriptSound( "Physics.WaterSplash" );
PrecacheParticleSystem( "WheelDust" ); PrecacheParticleSystem( "WheelSplash" );
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer -
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::EnterVehicle( CBaseCombatCharacter *pPassenger ) { BaseClass::EnterVehicle( pPassenger );
// Turn our hazards off!
DestroyHazardLights(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::Spawn( void ) { BaseClass::Spawn();
SetBlocksLOS( false );
CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); if ( pPlayer != NULL ) { pPlayer->m_Local.m_iHideHUD |= HIDEHUD_VEHICLE_CROSSHAIR; }
SetBodygroup( JEEP_HOPPER_BODYGROUP, m_bBusterHopperVisible ? 1 : 0); CreateCargoTrigger();
// carbar bodygroup is always on
SetBodygroup( JEEP_CARBAR_BODYGROUP, 1 );
m_bRadarDetectsEnemies = false; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::Activate() { m_iNumRadarContacts = 0; // Force first contact tone
BaseClass::Activate(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::NPC_FinishedEnterVehicle( CAI_BaseNPC *pPassenger, bool bCompanion ) { // FIXME: This will be moved to the NPCs entering and exiting
// Fire our outputs
if ( bCompanion ) { m_OnCompanionEnteredVehicle.FireOutput( this, pPassenger ); } else { m_OnHostileEnteredVehicle.FireOutput( this, pPassenger ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::NPC_FinishedExitVehicle( CAI_BaseNPC *pPassenger, bool bCompanion ) { // FIXME: This will be moved to the NPCs entering and exiting
// Fire our outputs
if ( bCompanion ) { m_OnCompanionExitedVehicle.FireOutput( this, pPassenger ); } else { m_OnHostileExitedVehicle.FireOutput( this, pPassenger ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPassenger -
// bCompanion -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CPropJeepEpisodic::NPC_CanEnterVehicle( CAI_BaseNPC *pPassenger, bool bCompanion ) { // Must be unlocked
if ( bCompanion && m_bEntranceLocked ) return false;
return BaseClass::NPC_CanEnterVehicle( pPassenger, bCompanion ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPassenger -
// bCompanion -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CPropJeepEpisodic::NPC_CanExitVehicle( CAI_BaseNPC *pPassenger, bool bCompanion ) { // Must be unlocked
if ( bCompanion && m_bExitLocked ) return false;
return BaseClass::NPC_CanExitVehicle( pPassenger, bCompanion ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::InputLockEntrance( inputdata_t &data ) { m_bEntranceLocked = true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::InputUnlockEntrance( inputdata_t &data ) { m_bEntranceLocked = false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::InputLockExit( inputdata_t &data ) { m_bExitLocked = true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::InputUnlockExit( inputdata_t &data ) { m_bExitLocked = false; }
//-----------------------------------------------------------------------------
// Purpose: Turn on the Jalopy radar device
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::InputEnableRadar( inputdata_t &data ) { if( m_bRadarEnabled ) return; // Already enabled
SetBodygroup( JEEP_RADAR_BODYGROUP, 1 );
SpawnRadarPanel(); }
//-----------------------------------------------------------------------------
// Purpose: Turn off the Jalopy radar device
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::InputDisableRadar( inputdata_t &data ) { if( !m_bRadarEnabled ) return; // Already disabled
SetBodygroup( JEEP_RADAR_BODYGROUP, 0 );
DestroyRadarPanel(); }
//-----------------------------------------------------------------------------
// Purpose: Allow the Jalopy radar to detect Hunters and Striders
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::InputEnableRadarDetectEnemies( inputdata_t &data ) { m_bRadarDetectsEnemies = true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::InputAddBusterToCargo( inputdata_t &data ) { if ( m_hCargoProp != NULL) { ReleasePropFromCargoHold(); m_hCargoProp = NULL; }
CBaseEntity *pNewBomb = CreateEntityByName( "weapon_striderbuster" ); if ( pNewBomb ) { DispatchSpawn( pNewBomb ); pNewBomb->Teleport( &m_hCargoTrigger->GetAbsOrigin(), NULL, NULL ); m_hCargoTrigger->AddCargo( pNewBomb ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CPropJeepEpisodic::PassengerInTransition( void ) { // FIXME: Big hack - we need a way to bridge this data better
// TODO: Get a list of passengers we can traverse instead
CNPC_Alyx *pAlyx = CNPC_Alyx::GetAlyx(); if ( pAlyx ) { if ( pAlyx->GetPassengerState() == PASSENGER_STATE_ENTERING || pAlyx->GetPassengerState() == PASSENGER_STATE_EXITING ) return true; }
return false; }
//-----------------------------------------------------------------------------
// Purpose: Override velocity if our passenger is transitioning or we're upside-down
//-----------------------------------------------------------------------------
Vector CPropJeepEpisodic::PhysGunLaunchVelocity( const Vector &forward, float flMass ) { // Disallow
if ( PassengerInTransition() ) return vec3_origin;
Vector vecPuntDir = BaseClass::PhysGunLaunchVelocity( forward, flMass ); vecPuntDir.z = 150.0f; vecPuntDir *= 600.0f; return vecPuntDir; }
//-----------------------------------------------------------------------------
// Purpose: Rolls the vehicle when its trying to upright itself from a punt
//-----------------------------------------------------------------------------
AngularImpulse CPropJeepEpisodic::PhysGunLaunchAngularImpulse( void ) { if ( IsOverturned() ) return AngularImpulse( 0, 300, 0 );
// Don't spin randomly, always spin reliably
return AngularImpulse( 0, 0, 0 ); }
//-----------------------------------------------------------------------------
// Purpose: Get the upright strength based on what state we're in
//-----------------------------------------------------------------------------
float CPropJeepEpisodic::GetUprightStrength( void ) { // Lesser if overturned
if ( IsOverturned() ) return 2.0f; return 0.0f; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::CreateCargoTrigger( void ) { if ( m_hCargoTrigger != NULL ) return;
int nAttachment = LookupAttachment( "cargo" ); if ( nAttachment ) { Vector vecAttachOrigin; Vector vecForward, vecRight, vecUp; GetAttachment( nAttachment, vecAttachOrigin, &vecForward, &vecRight, &vecUp );
// Approx size of the hold
Vector vecMins( -8.0, -6.0, 0 ); Vector vecMaxs( 8.0, 6.0, 4.0 );
// NDebugOverlay::BoxDirection( vecAttachOrigin, vecMins, vecMaxs, vecForward, 255, 0, 0, 64, 4.0f );
// Create a trigger that lives for a small amount of time
m_hCargoTrigger = CVehicleCargoTrigger::Create( vecAttachOrigin, vecMins, vecMaxs, this ); } }
//-----------------------------------------------------------------------------
// Purpose: If the player uses the jeep while at the back, he gets ammo from the crate instead
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { // Fall back and get in the vehicle instead, skip giving ammo
BaseClass::BaseClass::Use( pActivator, pCaller, useType, value ); }
#define MIN_WHEEL_DUST_SPEED 5
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::UpdateWheelDust( void ) { // See if this wheel should emit dust
const vehicleparams_t *vehicleData = m_pServerVehicle->GetVehicleParams(); const vehicle_operatingparams_t *carState = m_pServerVehicle->GetVehicleOperatingParams(); bool bAllowDust = vehicleData->steering.dustCloud; // Car must be active
bool bCarOn = m_VehiclePhysics.IsOn();
// Must be moving quickly enough or skidding along the ground
bool bCreateDust = ( bCarOn && bAllowDust && ( m_VehiclePhysics.GetSpeed() >= MIN_WHEEL_DUST_SPEED || carState->skidSpeed > DEFAULT_SKID_THRESHOLD ) );
// Update our wheel dust
Vector vecPos; for ( int i = 0; i < NUM_WHEEL_EFFECTS; i++ ) { m_pServerVehicle->GetWheelContactPoint( i, vecPos ); // Make sure the effect is created
if ( m_hWheelDust[i] == NULL ) { // Create the dust effect in place
m_hWheelDust[i] = (CParticleSystem *) CreateEntityByName( "info_particle_system" ); if ( m_hWheelDust[i] == NULL ) continue;
// Setup our basic parameters
m_hWheelDust[i]->KeyValue( "start_active", "0" ); m_hWheelDust[i]->KeyValue( "effect_name", "WheelDust" ); m_hWheelDust[i]->SetParent( this ); m_hWheelDust[i]->SetLocalOrigin( vec3_origin ); DispatchSpawn( m_hWheelDust[i] ); if ( gpGlobals->curtime > 0.5f ) m_hWheelDust[i]->Activate(); }
// Make sure the effect is created
if ( m_hWheelWater[i] == NULL ) { // Create the dust effect in place
m_hWheelWater[i] = (CParticleSystem *) CreateEntityByName( "info_particle_system" ); if ( m_hWheelWater[i] == NULL ) continue;
// Setup our basic parameters
m_hWheelWater[i]->KeyValue( "start_active", "0" ); m_hWheelWater[i]->KeyValue( "effect_name", "WheelSplash" ); m_hWheelWater[i]->SetParent( this ); m_hWheelWater[i]->SetLocalOrigin( vec3_origin ); DispatchSpawn( m_hWheelWater[i] ); if ( gpGlobals->curtime > 0.5f ) m_hWheelWater[i]->Activate(); }
// Turn the dust on or off
if ( bCreateDust ) { // Angle the dust out away from the wheels
Vector vecForward, vecRight, vecUp; GetVectors( &vecForward, &vecRight, &vecUp ); const vehicle_controlparams_t *vehicleControls = m_pServerVehicle->GetVehicleControlParams(); float flWheelDir = ( i & 1 ) ? 1.0f : -1.0f; QAngle vecAngles; vecForward += vecRight * flWheelDir; vecForward += vecRight * (vehicleControls->steering*0.5f) * flWheelDir; vecForward += vecUp; VectorAngles( vecForward, vecAngles );
// NDebugOverlay::Axis( vecPos, vecAngles, 8.0f, true, 0.1f );
if ( m_WaterData.m_bWheelInWater[i] ) { m_hWheelDust[i]->StopParticleSystem();
// Set us up in the right position
m_hWheelWater[i]->StartParticleSystem(); m_hWheelWater[i]->SetAbsAngles( vecAngles ); m_hWheelWater[i]->SetAbsOrigin( vecPos + Vector( 0, 0, 8 ) );
if ( m_flNextWaterSound < gpGlobals->curtime ) { m_flNextWaterSound = gpGlobals->curtime + random->RandomFloat( 0.25f, 1.0f ); EmitSound( "Physics.WaterSplash" ); } } else { m_hWheelWater[i]->StopParticleSystem();
// Set us up in the right position
m_hWheelDust[i]->StartParticleSystem(); m_hWheelDust[i]->SetAbsAngles( vecAngles ); m_hWheelDust[i]->SetAbsOrigin( vecPos + Vector( 0, 0, 8 ) ); } } else { // Stop emitting
m_hWheelDust[i]->StopParticleSystem(); m_hWheelWater[i]->StopParticleSystem(); } } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
ConVar jalopy_radar_test_ent( "jalopy_radar_test_ent", "none" );
//-----------------------------------------------------------------------------
// Purpose: Search for things that the radar detects, and stick them in the
// UTILVector that gets sent to the client for radar display.
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::UpdateRadar( bool forceUpdate ) { bool bDetectedDog = false;
if( !m_bRadarEnabled ) return;
if( !forceUpdate && gpGlobals->curtime < m_flNextRadarUpdateTime ) return;
// Count the targets on radar. If any more targets come on the radar, we beep.
int m_iNumOldRadarContacts = m_iNumRadarContacts;
m_flNextRadarUpdateTime = gpGlobals->curtime + RADAR_UPDATE_FREQUENCY; m_iNumRadarContacts = 0;
CBaseEntity *pEnt = gEntList.FirstEnt(); string_t iszRadarTarget = FindPooledString( "info_radar_target" ); string_t iszStriderName = FindPooledString( "npc_strider" ); string_t iszHunterName = FindPooledString( "npc_hunter" );
string_t iszTestName = FindPooledString( jalopy_radar_test_ent.GetString() );
Vector vecJalopyOrigin = WorldSpaceCenter();
while( pEnt != NULL ) { int type = RADAR_CONTACT_NONE;
if( pEnt->m_iClassname == iszRadarTarget ) { CRadarTarget *pTarget = dynamic_cast<CRadarTarget*>(pEnt);
if( pTarget != NULL && !pTarget->IsDisabled() ) { if( pTarget->m_flRadius < 0 || vecJalopyOrigin.DistToSqr(pTarget->GetAbsOrigin()) <= Square(pTarget->m_flRadius) ) { // This item has been detected.
type = pTarget->GetType();
if( type == RADAR_CONTACT_DOG ) bDetectedDog = true;// used to prevent Alyx talking about the radar (see below)
if( pTarget->GetMode() == RADAR_MODE_STICKY ) { // This beacon was just detected. Now change the radius to infinite
// so that it will never go off the radar due to distance.
pTarget->m_flRadius = -1; } } } } else if ( m_bRadarDetectsEnemies ) { if ( pEnt->m_iClassname == iszStriderName ) { CNPC_Strider *pStrider = dynamic_cast<CNPC_Strider*>(pEnt);
if( !pStrider || !pStrider->CarriedByDropship() ) { // Ignore striders which are carried by dropships.
type = RADAR_CONTACT_LARGE_ENEMY; } }
if ( pEnt->m_iClassname == iszHunterName ) { type = RADAR_CONTACT_ENEMY; } }
if( type != RADAR_CONTACT_NONE ) { Vector vecPos = pEnt->WorldSpaceCenter();
m_vecRadarContactPos.Set( m_iNumRadarContacts, vecPos ); m_iRadarContactType.Set( m_iNumRadarContacts, type ); m_iNumRadarContacts++;
if( m_iNumRadarContacts == RADAR_MAX_CONTACTS ) break; }
pEnt = gEntList.NextEnt(pEnt); }
if( m_iNumRadarContacts > m_iNumOldRadarContacts ) { // Play a bleepy sound
if( !bDetectedDog ) { EmitSound( "JNK_Radar_Ping_Friendly" ); }
//Notify Alyx so she can talk about the radar contact
CNPC_Alyx *pAlyx = CNPC_Alyx::GetAlyx();
if( !bDetectedDog && pAlyx != NULL && pAlyx->GetVehicle() ) { pAlyx->SpeakIfAllowed( TLK_PASSENGER_NEW_RADAR_CONTACT ); } }
if( bDetectedDog ) { // Update the radar much more frequently when dog is around.
m_flNextRadarUpdateTime = gpGlobals->curtime + RADAR_UPDATE_FREQUENCY_FAST; }
//Msg("Server detected %d objects\n", m_iNumRadarContacts );
CBasePlayer *pPlayer = AI_GetSinglePlayer(); CSingleUserRecipientFilter filter(pPlayer); UserMessageBegin( filter, "UpdateJalopyRadar" ); WRITE_BYTE( 0 ); // end marker
MessageEnd(); // send message
}
ConVar jalopy_cargo_anim_time( "jalopy_cargo_anim_time", "1.0" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::UpdateCargoEntry( void ) { // Don't bother if we have no prop to move
if ( m_hCargoProp == NULL ) return;
// If we're past our animation point, then we're already done
if ( m_flCargoStartTime + jalopy_cargo_anim_time.GetFloat() < gpGlobals->curtime ) { // Close the hold immediately if we're finished
if ( m_bAddingCargo ) { m_flAmmoCrateCloseTime = gpGlobals->curtime; m_bAddingCargo = false; }
return; }
// Get our target point
int nAttachment = LookupAttachment( "cargo" ); Vector vecTarget, vecOut; QAngle vecAngles; GetAttachmentLocal( nAttachment, vecTarget, vecAngles );
// Find where we are in the blend and bias it for a fast entry and slow ease-out
float flPerc = (jalopy_cargo_anim_time.GetFloat()) ? (( gpGlobals->curtime - m_flCargoStartTime ) / jalopy_cargo_anim_time.GetFloat()) : 1.0f; flPerc = Bias( flPerc, 0.75f ); VectorLerp( m_hCargoProp->GetLocalOrigin(), vecTarget, flPerc, vecOut );
// Get our target orientation
CPhysicsProp *pProp = dynamic_cast<CPhysicsProp *>(m_hCargoProp.Get()); if ( pProp == NULL ) return;
// Slerp our quaternions to find where we are this frame
Quaternion qtTarget; QAngle qa( 0, 90, 0 ); qa += pProp->PreferredCarryAngles(); AngleQuaternion( qa, qtTarget ); // FIXME: Find the real offset to make this sit properly
Quaternion qtCurrent; AngleQuaternion( pProp->GetLocalAngles(), qtCurrent );
Quaternion qtOut; QuaternionSlerp( qtCurrent, qtTarget, flPerc, qtOut );
// Put it back to angles
QuaternionAngles( qtOut, vecAngles );
// Finally, take these new position
m_hCargoProp->SetLocalOrigin( vecOut ); m_hCargoProp->SetLocalAngles( vecAngles );
// Push the closing out into the future to make sure we don't try and close at the same time
m_flAmmoCrateCloseTime += gpGlobals->frametime; }
#define VEHICLE_AVOID_BROADCAST_RATE 0.5f
//-----------------------------------------------------------------------------
// Purpose: This function isn't really what we want
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::CreateAvoidanceZone( void ) { if ( m_flNextAvoidBroadcastTime > gpGlobals->curtime ) return;
// Only do this when we're stopped
if ( m_VehiclePhysics.GetSpeed() > 5.0f ) return;
float flHullRadius = CollisionProp()->BoundingRadius2D(); Vector vecPos; CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.33f, 0.25f ), &vecPos ); CSoundEnt::InsertSound( SOUND_MOVE_AWAY, vecPos, (flHullRadius*0.4f), VEHICLE_AVOID_BROADCAST_RATE, this ); // NDebugOverlay::Sphere( vecPos, vec3_angle, flHullRadius*0.4f, 255, 0, 0, 0, true, VEHICLE_AVOID_BROADCAST_RATE );
CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.66f, 0.25f ), &vecPos ); CSoundEnt::InsertSound( SOUND_MOVE_AWAY, vecPos, (flHullRadius*0.4f), VEHICLE_AVOID_BROADCAST_RATE, this ); // NDebugOverlay::Sphere( vecPos, vec3_angle, flHullRadius*0.4f, 255, 0, 0, 0, true, VEHICLE_AVOID_BROADCAST_RATE );
// Don't broadcast again until these are done
m_flNextAvoidBroadcastTime = gpGlobals->curtime + VEHICLE_AVOID_BROADCAST_RATE; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::Think( void ) { BaseClass::Think();
// If our passenger is transitioning, then don't let the player drive off
CNPC_Alyx *pAlyx = CNPC_Alyx::GetAlyx(); if ( pAlyx && pAlyx->GetPassengerState() == PASSENGER_STATE_EXITING ) { m_throttleDisableTime = gpGlobals->curtime + 0.25f; }
// Update our cargo entering our hold
UpdateCargoEntry();
// See if the wheel dust should be on or off
UpdateWheelDust();
// Update the radar, of course.
UpdateRadar();
if ( m_hCargoTrigger && !m_hCargoProp && !m_hCargoTrigger->m_pfnTouch ) { m_hCargoTrigger->Enable(); }
CreateAvoidanceZone(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEntity -
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::AddPropToCargoHold( CPhysicsProp *pProp ) { // The hold must be empty to add something to it
if ( m_hCargoProp != NULL ) { Assert( 0 ); return; } // Take the prop as our cargo
m_hCargoProp = pProp; m_flCargoStartTime = gpGlobals->curtime; m_bAddingCargo = true; }
//-----------------------------------------------------------------------------
// Purpose: Drops the cargo from the hold
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::ReleasePropFromCargoHold( void ) { // Pull the object free!
m_hCargoProp->SetParent( NULL ); m_hCargoProp->CreateVPhysics();
if ( m_hCargoTrigger ) { m_hCargoTrigger->Enable(); m_hCargoTrigger->IgnoreTouches( m_hCargoProp ); } }
//-----------------------------------------------------------------------------
// Purpose: If the player is trying to pull the cargo out of the hold using the physcannon, let him
// Output : Returns the cargo to pick up, if all the conditions are met
//-----------------------------------------------------------------------------
CBaseEntity *CPropJeepEpisodic::OnFailedPhysGunPickup( Vector vPhysgunPos ) { // Make sure we're available to open
if ( m_hCargoProp != NULL ) { // Player's forward direction
Vector vecPlayerForward; CBasePlayer *pPlayer = AI_GetSinglePlayer(); if ( pPlayer == NULL ) return NULL;
pPlayer->EyeVectors( &vecPlayerForward );
// Origin and facing of the cargo hold
Vector vecCargoOrigin; Vector vecCargoForward; GetAttachment( "cargo", vecCargoOrigin, &vecCargoForward );
// Direction from the cargo to the player's position
Vector vecPickupDir = ( vecCargoOrigin - vPhysgunPos ); float flDist = VectorNormalize( vecPickupDir );
// We need to make sure the player's position is within a cone near the opening and that they're also facing the right way
bool bInCargoRange = ( (flDist < (15.0f * 12.0f)) && DotProduct( vecCargoForward, vecPickupDir ) < 0.1f ); bool bFacingCargo = DotProduct( vecPlayerForward, vecPickupDir ) > 0.975f;
// If we're roughly pulling at the item, pick that up
if ( bInCargoRange && bFacingCargo ) { // Save this for later
CBaseEntity *pCargo = m_hCargoProp; // Drop the cargo
ReleasePropFromCargoHold(); // Forget the item but pass it back as the object to pick up
m_hCargoProp = NULL; return pCargo; } }
return BaseClass::OnFailedPhysGunPickup( vPhysgunPos ); }
// adds a collision solver for any small props that are stuck under the vehicle
static void SolveBlockingProps( CPropJeepEpisodic *pVehicleEntity, IPhysicsObject *pVehiclePhysics ) { CUtlVector<CBaseEntity *> solveList; float vehicleMass = pVehiclePhysics->GetMass(); Vector vehicleUp; pVehicleEntity->GetVectors( NULL, NULL, &vehicleUp ); IPhysicsFrictionSnapshot *pSnapshot = pVehiclePhysics->CreateFrictionSnapshot(); while ( pSnapshot->IsValid() ) { IPhysicsObject *pOther = pSnapshot->GetObject(1); float otherMass = pOther->GetMass(); CBaseEntity *pOtherEntity = static_cast<CBaseEntity *>(pOther->GetGameData()); Assert(pOtherEntity); if ( pOtherEntity && pOtherEntity->GetMoveType() == MOVETYPE_VPHYSICS && pOther->IsMoveable() && (otherMass*4.0f) < vehicleMass ) { Vector normal; pSnapshot->GetSurfaceNormal(normal); // this points down in the car's reference frame, then it's probably trapped under the car
if ( DotProduct(normal, vehicleUp) < -0.9f ) { Vector point, pointLocal; pSnapshot->GetContactPoint(point); VectorITransform( point, pVehicleEntity->EntityToWorldTransform(), pointLocal ); Vector bottomPoint = physcollision->CollideGetExtent( pVehiclePhysics->GetCollide(), vec3_origin, vec3_angle, Vector(0,0,-1) ); // make sure it's under the bottom of the car
float bottomPlane = DotProduct(bottomPoint,vehicleUp)+8; // 8 inches above bottom
if ( DotProduct( pointLocal, vehicleUp ) <= bottomPlane ) { //Msg("Solved %s\n", pOtherEntity->GetClassname());
if ( solveList.Find(pOtherEntity) < 0 ) { solveList.AddToTail(pOtherEntity); } } } } pSnapshot->NextFrictionData(); } pVehiclePhysics->DestroyFrictionSnapshot( pSnapshot ); if ( solveList.Count() ) { for ( int i = 0; i < solveList.Count(); i++ ) { EntityPhysics_CreateSolver( pVehicleEntity, solveList[i], true, 4.0f ); } pVehiclePhysics->RecheckContactPoints(); } }
static void SimpleCollisionResponse( Vector velocityIn, const Vector &normal, float coefficientOfRestitution, Vector *pVelocityOut ) { Vector Vn = DotProduct(velocityIn,normal) * normal; Vector Vt = velocityIn - Vn; *pVelocityOut = Vt - coefficientOfRestitution * Vn; }
static void KillBlockingEnemyNPCs( CBasePlayer *pPlayer, CBaseEntity *pVehicleEntity, IPhysicsObject *pVehiclePhysics ) { Vector velocity; pVehiclePhysics->GetVelocity( &velocity, NULL ); float vehicleMass = pVehiclePhysics->GetMass();
// loop through the contacts and look for enemy NPCs that we're pushing on
CUtlVector<CAI_BaseNPC *> npcList; CUtlVector<Vector> forceList; CUtlVector<Vector> contactList; IPhysicsFrictionSnapshot *pSnapshot = pVehiclePhysics->CreateFrictionSnapshot(); while ( pSnapshot->IsValid() ) { IPhysicsObject *pOther = pSnapshot->GetObject(1); float otherMass = pOther->GetMass(); CBaseEntity *pOtherEntity = static_cast<CBaseEntity *>(pOther->GetGameData()); CAI_BaseNPC *pNPC = pOtherEntity ? pOtherEntity->MyNPCPointer() : NULL; // Is this an enemy NPC with a small enough mass?
if ( pNPC && pPlayer->IRelationType(pNPC) != D_LI && ((otherMass*2.0f) < vehicleMass) ) { // accumulate the stress force for this NPC in the lsit
float force = pSnapshot->GetNormalForce(); Vector normal; pSnapshot->GetSurfaceNormal(normal); normal *= force; int index = npcList.Find(pNPC); if ( index < 0 ) { vphysicsupdateai_t *pUpdate = NULL; if ( pNPC->VPhysicsGetObject() && pNPC->VPhysicsGetObject()->GetShadowController() && pNPC->GetMoveType() == MOVETYPE_STEP ) { if ( pNPC->HasDataObjectType(VPHYSICSUPDATEAI) ) { pUpdate = static_cast<vphysicsupdateai_t *>(pNPC->GetDataObject(VPHYSICSUPDATEAI)); // kill this guy if I've been pushing him for more than half a second and I'm
// still pushing in his direction
if ( (gpGlobals->curtime - pUpdate->startUpdateTime) > 0.5f && DotProduct(velocity,normal) > 0) { index = npcList.AddToTail(pNPC); forceList.AddToTail( normal ); Vector pos; pSnapshot->GetContactPoint(pos); contactList.AddToTail(pos); } } else { pUpdate = static_cast<vphysicsupdateai_t *>(pNPC->CreateDataObject( VPHYSICSUPDATEAI )); pUpdate->startUpdateTime = gpGlobals->curtime; } // update based on vphysics for the next second
// this allows the car to push the NPC
pUpdate->stopUpdateTime = gpGlobals->curtime + 1.0f; float maxAngular; pNPC->VPhysicsGetObject()->GetShadowController()->GetMaxSpeed( &pUpdate->savedShadowControllerMaxSpeed, &maxAngular ); pNPC->VPhysicsGetObject()->GetShadowController()->MaxSpeed( 1.0f, maxAngular ); } } else { forceList[index] += normal; } } pSnapshot->NextFrictionData(); } pVehiclePhysics->DestroyFrictionSnapshot( pSnapshot ); // now iterate the list and check each cumulative force against the threshold
if ( npcList.Count() ) { for ( int i = npcList.Count(); --i >= 0; ) { Vector damageForce; npcList[i]->VPhysicsGetObject()->GetVelocity( &damageForce, NULL ); Vector vel; pVehiclePhysics->GetVelocityAtPoint( contactList[i], &vel ); damageForce -= vel; Vector normal = forceList[i]; VectorNormalize(normal); SimpleCollisionResponse( damageForce, normal, 1.0, &damageForce ); damageForce += (normal * 300.0f); damageForce *= npcList[i]->VPhysicsGetObject()->GetMass(); float len = damageForce.Length(); damageForce.z += len*phys_upimpactforcescale.GetFloat(); Vector vehicleForce = -damageForce;
CTakeDamageInfo dmgInfo( pVehicleEntity, pVehicleEntity, damageForce, contactList[i], 200.0f, DMG_CRUSH|DMG_VEHICLE ); npcList[i]->TakeDamage( dmgInfo ); pVehiclePhysics->ApplyForceOffset( vehicleForce, contactList[i] ); PhysCollisionSound( pVehicleEntity, npcList[i]->VPhysicsGetObject(), CHAN_BODY, pVehiclePhysics->GetMaterialIndex(), npcList[i]->VPhysicsGetObject()->GetMaterialIndex(), gpGlobals->frametime, 200.0f ); } } }
void CPropJeepEpisodic::DriveVehicle( float flFrameTime, CUserCmd *ucmd, int iButtonsDown, int iButtonsReleased ) { /* The car headlight hurts perf, there's no timer to turn it off automatically,
and we haven't built any gameplay around it.
Furthermore, I don't think I've ever seen a playtester turn it on. if ( ucmd->impulse == 100 ) { if (HeadlightIsOn()) { HeadlightTurnOff(); } else { HeadlightTurnOn(); } }*/ if ( ucmd->forwardmove != 0.0f ) { //Msg("Push V: %.2f, %.2f, %.2f\n", ucmd->forwardmove, carState->engineRPM, carState->speed );
CBasePlayer *pPlayer = ToBasePlayer(GetDriver());
if ( pPlayer && VPhysicsGetObject() ) { KillBlockingEnemyNPCs( pPlayer, this, VPhysicsGetObject() ); SolveBlockingProps( this, VPhysicsGetObject() ); } } BaseClass::DriveVehicle(flFrameTime, ucmd, iButtonsDown, iButtonsReleased); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::CreateHazardLights( void ) { static const char *s_szAttach[NUM_HAZARD_LIGHTS] = { "rearlight_r", "rearlight_l", "headlight_r", "headlight_l", };
// Turn on the hazards!
for ( int i = 0; i < NUM_HAZARD_LIGHTS; i++ ) { if ( m_hHazardLights[i] == NULL ) { m_hHazardLights[i] = CSprite::SpriteCreate( s_szHazardSprite, GetLocalOrigin(), false ); if ( m_hHazardLights[i] ) { m_hHazardLights[i]->SetTransparency( kRenderWorldGlow, 255, 220, 40, 255, kRenderFxNoDissipation ); m_hHazardLights[i]->SetAttachment( this, LookupAttachment( s_szAttach[i] ) ); m_hHazardLights[i]->SetGlowProxySize( 2.0f ); m_hHazardLights[i]->TurnOff(); if ( i < 2 ) { // Rear lights are red
m_hHazardLights[i]->SetColor( 255, 0, 0 ); m_hHazardLights[i]->SetScale( 1.0f ); } else { // Font lights are white
m_hHazardLights[i]->SetScale( 1.0f ); } } } }
// We start off
m_bBlink = false;
// Setup our blink
SetContextThink( &CPropJeepEpisodic::HazardBlinkThink, gpGlobals->curtime + 0.1f, "HazardBlink" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::DestroyHazardLights( void ) { for ( int i = 0; i < NUM_HAZARD_LIGHTS; i++ ) { if ( m_hHazardLights[i] != NULL ) { UTIL_Remove( m_hHazardLights[i] ); } }
SetContextThink( NULL, gpGlobals->curtime, "HazardBlink" ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : nRole -
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::ExitVehicle( int nRole ) { BaseClass::ExitVehicle( nRole );
CreateHazardLights(); }
void CPropJeepEpisodic::SetBusterHopperVisibility(bool visible) { // if we're there already do nothing
if (visible == m_bBusterHopperVisible) return;
SetBodygroup( JEEP_HOPPER_BODYGROUP, visible ? 1 : 0); m_bBusterHopperVisible = visible; }
void CPropJeepEpisodic::InputSetCargoVisibility( inputdata_t &data ) { bool visible = data.value.Bool();
SetBusterHopperVisibility( visible ); }
//-----------------------------------------------------------------------------
// THIS CODE LIFTED RIGHT OUT OF TF2, to defer the pain of making vgui-on-an-entity
// code available to all CBaseAnimating.
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::SpawnRadarPanel() { // FIXME: Deal with dynamically resizing control panels?
// If we're attached to an entity, spawn control panels on it instead of use
CBaseAnimating *pEntityToSpawnOn = this; char *pOrgLL = "controlpanel0_ll"; char *pOrgUR = "controlpanel0_ur";
Assert( pEntityToSpawnOn );
// Lookup the attachment point...
int nLLAttachmentIndex = pEntityToSpawnOn->LookupAttachment(pOrgLL);
if (nLLAttachmentIndex <= 0) { return; }
int nURAttachmentIndex = pEntityToSpawnOn->LookupAttachment(pOrgUR); if (nURAttachmentIndex <= 0) { return; }
const char *pScreenName = "jalopy_radar_panel"; const char *pScreenClassname = "vgui_screen";
// Compute the screen size from the attachment points...
matrix3x4_t panelToWorld; pEntityToSpawnOn->GetAttachment( nLLAttachmentIndex, panelToWorld );
matrix3x4_t worldToPanel; MatrixInvert( panelToWorld, worldToPanel );
// Now get the lower right position + transform into panel space
Vector lr, lrlocal; pEntityToSpawnOn->GetAttachment( nURAttachmentIndex, panelToWorld ); MatrixGetColumn( panelToWorld, 3, lr ); VectorTransform( lr, worldToPanel, lrlocal );
float flWidth = lrlocal.x; float flHeight = lrlocal.y;
CVGuiScreen *pScreen = CreateVGuiScreen( pScreenClassname, pScreenName, pEntityToSpawnOn, this, nLLAttachmentIndex ); pScreen->SetActualSize( flWidth, flHeight ); pScreen->SetActive( true ); pScreen->SetOverlayMaterial( RADAR_PANEL_WRITEZ ); pScreen->SetTransparency( true );
m_hRadarScreen.Set( pScreen );
m_bRadarEnabled = true; m_iNumRadarContacts = 0; m_flNextRadarUpdateTime = gpGlobals->curtime - 1.0f; }
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::DestroyRadarPanel() { Assert( m_hRadarScreen != NULL ); m_hRadarScreen->SUB_Remove(); m_bRadarEnabled = false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::HazardBlinkThink( void ) { if ( m_bBlink ) { for ( int i = 0; i < NUM_HAZARD_LIGHTS; i++ ) { if ( m_hHazardLights[i] ) { m_hHazardLights[i]->SetBrightness( 0, 0.1f ); } }
SetContextThink( &CPropJeepEpisodic::HazardBlinkThink, gpGlobals->curtime + 0.25f, "HazardBlink" ); } else { for ( int i = 0; i < NUM_HAZARD_LIGHTS; i++ ) { if ( m_hHazardLights[i] ) { m_hHazardLights[i]->SetBrightness( 255, 0.1f ); m_hHazardLights[i]->TurnOn(); } }
SetContextThink( &CPropJeepEpisodic::HazardBlinkThink, gpGlobals->curtime + 0.5f, "HazardBlink" ); }
m_bBlink = !m_bBlink; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::HandleWater( void ) { // Only check the wheels and engine in water if we have a driver (player).
if ( !GetDriver() ) return;
// Update our internal state
CheckWater();
// Save of data from last think.
for ( int iWheel = 0; iWheel < JEEP_WHEEL_COUNT; ++iWheel ) { m_WaterData.m_bWheelWasInWater[iWheel] = m_WaterData.m_bWheelInWater[iWheel]; } }
//-----------------------------------------------------------------------------
// Purpose: Report our lock state
//-----------------------------------------------------------------------------
int CPropJeepEpisodic::DrawDebugTextOverlays( void ) { int text_offset = BaseClass::DrawDebugTextOverlays();
if ( m_debugOverlays & OVERLAY_TEXT_BIT ) { EntityText( text_offset, CFmtStr("Entrance: %s", m_bEntranceLocked ? "Locked" : "Unlocked" ), 0 ); text_offset++;
EntityText( text_offset, CFmtStr("Exit: %s", m_bExitLocked ? "Locked" : "Unlocked" ), 0 ); text_offset++; }
return text_offset; }
#define TRANSITION_SEARCH_RADIUS (100*12)
//-----------------------------------------------------------------------------
// Purpose: Teleport the car to a destination that will cause it to transition if it's not going to otherwise
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::InputOutsideTransition( inputdata_t &inputdata ) { // Teleport into the new map
CBasePlayer *pPlayer = AI_GetSinglePlayer(); Vector vecTeleportPos; QAngle vecTeleportAngles;
// Get our bounds
Vector vecSurroundMins, vecSurroundMaxs; CollisionProp()->WorldSpaceSurroundingBounds( &vecSurroundMins, &vecSurroundMaxs ); vecSurroundMins -= WorldSpaceCenter(); vecSurroundMaxs -= WorldSpaceCenter();
Vector vecBestPos; QAngle vecBestAngles;
CInfoTargetVehicleTransition *pEntity = NULL; bool bSucceeded = false;
// Find all entities of the correct name and try and sit where they're at
while ( ( pEntity = (CInfoTargetVehicleTransition *) gEntList.FindEntityByClassname( pEntity, "info_target_vehicle_transition" ) ) != NULL ) { // Must be enabled
if ( pEntity->IsDisabled() ) continue;
// Must be within range
if ( ( pEntity->GetAbsOrigin() - pPlayer->GetAbsOrigin() ).LengthSqr() > Square( TRANSITION_SEARCH_RADIUS ) ) continue;
vecTeleportPos = pEntity->GetAbsOrigin(); vecTeleportAngles = pEntity->GetAbsAngles() + QAngle( 0, -90, 0 ); // Vehicle is always off by 90 degrees
// Rotate to face the destination angles
Vector vecMins; Vector vecMaxs; VectorRotate( vecSurroundMins, vecTeleportAngles, vecMins ); VectorRotate( vecSurroundMaxs, vecTeleportAngles, vecMaxs );
if ( vecMaxs.x < vecMins.x ) V_swap( vecMins.x, vecMaxs.x );
if ( vecMaxs.y < vecMins.y ) V_swap( vecMins.y, vecMaxs.y );
if ( vecMaxs.z < vecMins.z ) V_swap( vecMins.z, vecMaxs.z );
// Move up
vecTeleportPos.z += ( vecMaxs.z - vecMins.z );
trace_t tr; UTIL_TraceHull( vecTeleportPos, vecTeleportPos - Vector( 0, 0, 128 ), vecMins, vecMaxs, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr ); if ( tr.startsolid == false && tr.allsolid == false && tr.fraction < 1.0f ) { // Store this off
vecBestPos = tr.endpos; vecBestAngles = vecTeleportAngles; bSucceeded = true;
// If this point isn't visible, then stop looking and use it
if ( pPlayer->FInViewCone( tr.endpos ) == false ) break; } }
// See if we're finished
if ( bSucceeded ) { Teleport( &vecTeleportPos, &vecTeleportAngles, NULL ); return; }
// TODO: We found no valid teleport points, so try to find them dynamically
Warning("No valid vehicle teleport points!\n"); }
//-----------------------------------------------------------------------------
// Purpose: Stop players punting the car around.
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::InputDisablePhysGun( inputdata_t &data ) { AddEFlags( EFL_NO_PHYSCANNON_INTERACTION ); } //-----------------------------------------------------------------------------
// Purpose: Return to normal
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::InputEnablePhysGun( inputdata_t &data ) { RemoveEFlags( EFL_NO_PHYSCANNON_INTERACTION ); }
//-----------------------------------------------------------------------------
// Create and parent two radial node link controllers.
//-----------------------------------------------------------------------------
void CPropJeepEpisodic::InputCreateLinkController( inputdata_t &data ) { Vector vecFront, vecRear; Vector vecWFL, vecWFR; // Front wheels
Vector vecWRL, vecWRR; // Back wheels
GetAttachment( "wheel_fr", vecWFR ); GetAttachment( "wheel_fl", vecWFL );
GetAttachment( "wheel_rr", vecWRR ); GetAttachment( "wheel_rl", vecWRL );
vecFront = (vecWFL + vecWFR) * 0.5f; vecRear = (vecWRL + vecWRR) * 0.5f;
float flRadius = ( (vecFront - vecRear).Length() ) * 0.6f;
CAI_RadialLinkController *pLinkController = (CAI_RadialLinkController *)CreateEntityByName( "info_radial_link_controller" ); if( pLinkController != NULL && m_hLinkControllerFront.Get() == NULL ) { pLinkController->m_flRadius = flRadius; pLinkController->Spawn(); pLinkController->SetAbsOrigin( vecFront ); pLinkController->SetOwnerEntity( this ); pLinkController->SetParent( this ); pLinkController->Activate(); m_hLinkControllerFront.Set( pLinkController );
//NDebugOverlay::Circle( vecFront, Vector(0,1,0), Vector(1,0,0), flRadius, 255, 255, 255, 128, false, 100 );
}
pLinkController = (CAI_RadialLinkController *)CreateEntityByName( "info_radial_link_controller" ); if( pLinkController != NULL && m_hLinkControllerRear.Get() == NULL ) { pLinkController->m_flRadius = flRadius; pLinkController->Spawn(); pLinkController->SetAbsOrigin( vecRear ); pLinkController->SetOwnerEntity( this ); pLinkController->SetParent( this ); pLinkController->Activate(); m_hLinkControllerRear.Set( pLinkController );
//NDebugOverlay::Circle( vecRear, Vector(0,1,0), Vector(1,0,0), flRadius, 255, 255, 255, 128, false, 100 );
} }
void CPropJeepEpisodic::InputDestroyLinkController( inputdata_t &data ) { if( m_hLinkControllerFront.Get() != NULL ) { CAI_RadialLinkController *pLinkController = dynamic_cast<CAI_RadialLinkController*>(m_hLinkControllerFront.Get()); if( pLinkController != NULL ) { pLinkController->ModifyNodeLinks(false); UTIL_Remove( pLinkController ); m_hLinkControllerFront.Set(NULL); } }
if( m_hLinkControllerRear.Get() != NULL ) { CAI_RadialLinkController *pLinkController = dynamic_cast<CAI_RadialLinkController*>(m_hLinkControllerRear.Get()); if( pLinkController != NULL ) { pLinkController->ModifyNodeLinks(false); UTIL_Remove( pLinkController ); m_hLinkControllerRear.Set(NULL); } } }
bool CPropJeepEpisodic::AllowBlockedExit( CBaseCombatCharacter *pPassenger, int nRole ) { // Wait until we've settled down before we resort to blocked exits.
// This keeps us from doing blocked exits in mid-jump, which can cause mayhem like
// sticking the player through player clips or into geometry.
return GetSmoothedVelocity().IsLengthLessThan( jalopy_blocked_exit_max_speed.GetFloat() ); }
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