|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "vehicle_base.h"
#include "engine/IEngineSound.h"
#include "in_buttons.h"
#include "ammodef.h"
#include "IEffects.h"
#include "beam_shared.h"
#include "weapon_gauss.h"
#include "soundenvelope.h"
#include "decals.h"
#include "soundent.h"
#include "te_effect_dispatch.h"
#define VEHICLE_HITBOX_DRIVER 1
#define JETSKI_SHOCK_LENGTH_LONG2 0.35f //
#define JETSKI_SHOCK_LENGTH_LONG 0.25f // meters (about 12 inches)
#define JETSKI_SHOCK_LENGTH_REST 0.15f // meters (about 8 inches)
#define JETSKI_SHOCK_LENGTH_SHORT 0.1f // meters (about 4 inches)
#define JETSKI_PITCH_AND_ROLL_RATE 0.02f
#define JETSKI_FRICTION_MIN 0.3f
#define JETSKI_FRICTION_MAX 0.8f
#define JETSKI_SPLASH_DISTANCE 40.0f
#define JETSKI_SPLASH_SPRAY 1
#define JETSKI_SPLASH_SPRAY_SIZE 2.0f
#define JETSKI_SPLASH_GURGLE 2
#define JETSKI_SPLASH_GURGLE_SIZE 8.0f
#define JETSKI_SPLASH_RIPPLE 3
#define JETSKI_SPLASH_RIPPLE_SIZE 10.0f
#define JETSKI_DRAG_NO_THRUST_IN_WATER 10.0f
#define JETSKI_DRAG_NO_THRUST_ON_WATER 30.0f
#define JETSKI_DRAG_LEAN_ADD 10.0f
#define JETSKI_DRAG_IN_REVERSE 10.0f
#define JETSKI_DRAG_IN_THRUST 5.0f
#define JETSKI_STEERING_EPS 0.01f
#define JETSKI_STEERING_IN_PLACE 90.0f
#define JETSKI_STEERING_NORMAL 45.0f
#define JETSKI_STEERING_LEAN 60.0f
#define JETSKI_ROTATE_IN_PLACE_RATIO 0.35f
class CPropJetski : public CPropVehicleDriveable { DECLARE_CLASS( CPropJetski, CPropVehicleDriveable ); DECLARE_DATADESC();
public:
// CPropVehicle
virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData ); virtual void DriveVehicle( CBasePlayer *pPlayer, CUserCmd *ucmd ); virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
// CBaseEntity
void Think(void); void Precache( void ); void Spawn( void );
virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr ); virtual int OnTakeDamage( const CTakeDamageInfo &info );
private:
void OnTurn( CUserCmd *ucmd ); void OnSpeed( CUserCmd *ucmd ); void UpdateTurnAndSpeed( void ); void CreateSplash( int nSplashType );
bool UpdateLean( CUserCmd *ucmd ); float CalculateFriction( CUserCmd *ucmd ); float CalculateDrag( CUserCmd *ucmd );
private:
float m_flSpringLengthApproach[4]; //
float m_flFrictionWheels[4];
float m_flHandbrakeTime; // handbrake after the fact to keep vehicles from rolling
bool m_bInitialHandbrake;
float m_springLen[4]; IPhysicsVehicleController *m_pVehicle; };
LINK_ENTITY_TO_CLASS( prop_vehicle_jetski, CPropJetski );
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CPropJetski )
DEFINE_AUTO_ARRAY( m_flSpringLengthApproach, FIELD_FLOAT ), DEFINE_AUTO_ARRAY( m_flFrictionWheels, FIELD_FLOAT ), DEFINE_FIELD( m_flHandbrakeTime, FIELD_TIME ), DEFINE_FIELD( m_bInitialHandbrake, FIELD_BOOLEAN ), DEFINE_AUTO_ARRAY( m_springLen, FIELD_FLOAT ), DEFINE_PHYSPTR( m_pVehicle ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropJetski::Precache( void ) { BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropJetski::Spawn( void ) { // Setup vehicle as a ray-cast jetski.
SetVehicleType( VEHICLE_TYPE_JETSKI_RAYCAST );
BaseClass::Spawn();
// Handbrake data.
m_flHandbrakeTime = gpGlobals->curtime + 0.1; m_bInitialHandbrake = false; m_VehiclePhysics.SetHasBrakePedal( false );
// Slow reverse.
m_VehiclePhysics.SetMaxReverseThrottle( -0.3f );
// Setup vehicle variables.
m_pVehicle = m_VehiclePhysics.GetVehicle(); for ( int i = 0; i < 4; i++ ) { m_springLen[i] = JETSKI_SHOCK_LENGTH_REST; }
m_takedamage = DAMAGE_EVENTS_ONLY; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropJetski::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 CPropJetski::OnTakeDamage( const CTakeDamageInfo &info ) { //Do scaled up physic damage to the car
CTakeDamageInfo physDmg = info; physDmg.ScaleDamage( 25 ); VPhysicsTakeDamage( physDmg );
//Check to do damage to driver
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:
//-----------------------------------------------------------------------------
void CPropJetski::Think(void) { BaseClass::Think(); // set handbrake after physics sim settles down
if ( gpGlobals->curtime < m_flHandbrakeTime ) { SetNextThink( gpGlobals->curtime ); } else if ( !m_bInitialHandbrake ) // after initial timer expires, set the handbrake
{ m_bInitialHandbrake = true; m_VehiclePhysics.SetHandbrake( true ); m_VehiclePhysics.Think(); }
// play enter animation
if ( (m_bEnterAnimOn || m_bExitAnimOn) && !IsSequenceFinished() ) { StudioFrameAdvance(); } else if ( IsSequenceFinished() ) { if ( m_bExitAnimOn ) { CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); if ( pPlayer ) { pPlayer->LeaveVehicle(); // now that sequence is finished, leave car
Vector vecEyes; QAngle vecEyeAng; GetAttachment( "vehicle_driver_eyes", vecEyes, vecEyeAng ); vecEyeAng.x = 0; vecEyeAng.z = 0; pPlayer->SnapEyeAngles( vecEyeAng ); } m_bExitAnimOn = false; } int iSequence = SelectWeightedSequence( ACT_IDLE ); if ( iSequence > ACTIVITY_NOT_AVAILABLE ) { m_flCycle = 0; m_flAnimTime = gpGlobals->curtime; ResetSequence( iSequence ); ResetClientsideFrame(); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropJetski::OnTurn( CUserCmd *ucmd ) { #if 0
// Check for lean and adjust the turning radius accordingly.
if ( ucmd->buttons & IN_JUMP ) { m_VehiclePhysics.SetSteeringDegrees( JETSKI_STEERING_LEAN ); } else { m_VehiclePhysics.SetSteeringDegrees( JETSKI_STEERING_NORMAL ); }
#endif
float flSteering = m_VehiclePhysics.GetSteering(); bool bLeft = ( flSteering < -JETSKI_STEERING_EPS ); bool bRight = ( flSteering > JETSKI_STEERING_EPS );
float flAbsSteering = fabsf( flSteering ); float flInvAbsSteering = 1.0f - flAbsSteering;
// Get the speed and ratio to max speed.
float flSpeed = m_VehiclePhysics.GetSpeed(); float flMaxSpeed = m_VehiclePhysics.GetMaxSpeed(); float flRatio = flSpeed / flMaxSpeed; float flScale = 1.0f - flRatio; flScale *= 0.95f; flScale += 0.05f;
flAbsSteering *= flScale; flInvAbsSteering *= flScale;
m_flSpringLengthApproach[0] = JETSKI_SHOCK_LENGTH_SHORT; // Front-Left
m_flSpringLengthApproach[1] = JETSKI_SHOCK_LENGTH_SHORT; // Front-Right
m_flSpringLengthApproach[2] = JETSKI_SHOCK_LENGTH_SHORT; // Back-Left
m_flSpringLengthApproach[3] = JETSKI_SHOCK_LENGTH_SHORT; // Back-Right
return;
// Roll right.
if( bRight ) { float flLengthRight = JETSKI_SHOCK_LENGTH_SHORT + ( JETSKI_SHOCK_LENGTH_REST - JETSKI_SHOCK_LENGTH_SHORT ) * flInvAbsSteering; float flLengthLeft = JETSKI_SHOCK_LENGTH_REST + ( JETSKI_SHOCK_LENGTH_LONG - JETSKI_SHOCK_LENGTH_REST ) * flAbsSteering;
m_flSpringLengthApproach[0] = flLengthLeft; // Front-Left
m_flSpringLengthApproach[1] = flLengthRight; // Front-Right
m_flSpringLengthApproach[2] = flLengthLeft; // Back-Left
m_flSpringLengthApproach[3] = flLengthRight; // Back-Right
} // Roll left.
else if ( bLeft ) { float flLengthRight = JETSKI_SHOCK_LENGTH_REST + ( JETSKI_SHOCK_LENGTH_LONG - JETSKI_SHOCK_LENGTH_REST ) * flAbsSteering; float flLengthLeft = JETSKI_SHOCK_LENGTH_SHORT + ( JETSKI_SHOCK_LENGTH_REST - JETSKI_SHOCK_LENGTH_SHORT ) * flInvAbsSteering;
m_flSpringLengthApproach[0] = flLengthLeft; // Front-Left
m_flSpringLengthApproach[1] = flLengthRight; // Front-Right
m_flSpringLengthApproach[2] = flLengthLeft; // Back-Left
m_flSpringLengthApproach[3] = flLengthRight; // Back-Right
} // Return springs to their normal height
else { m_flSpringLengthApproach[0] = JETSKI_SHOCK_LENGTH_REST; // Front-Left
m_flSpringLengthApproach[1] = JETSKI_SHOCK_LENGTH_REST; // Front-Right
m_flSpringLengthApproach[2] = JETSKI_SHOCK_LENGTH_REST; // Back-Left
m_flSpringLengthApproach[3] = JETSKI_SHOCK_LENGTH_REST; // Back-Right
} }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CPropJetski::UpdateLean( CUserCmd *ucmd ) { // Are we leaning back?
if ( ucmd->buttons & IN_JUMP ) { m_pVehicle->SetLeanBack( true ); return true; }
m_pVehicle->SetLeanBack( false ); return false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CPropJetski::CalculateFriction( CUserCmd *ucmd ) { // Get the speed and ratio to max speed.
float flSpeed = m_VehiclePhysics.GetSpeed(); float flMaxSpeed = m_VehiclePhysics.GetMaxSpeed(); float flRatio = flSpeed / flMaxSpeed;
float flFriction = JETSKI_FRICTION_MAX;
flRatio = 1.0f - ( float )pow( flRatio, 4 ); flFriction = JETSKI_FRICTION_MIN + ( JETSKI_FRICTION_MAX - JETSKI_FRICTION_MIN ) * flRatio;
flFriction = clamp( flFriction, JETSKI_FRICTION_MIN, JETSKI_FRICTION_MAX );
// Debug!
Msg( "Speed = %f, Friction = %f", flSpeed, flFriction );
return flFriction; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CPropJetski::CalculateDrag( CUserCmd *ucmd ) { // Get the speed and ratio to max speed.
float flSpeed = m_VehiclePhysics.GetSpeed(); float flMaxSpeed = m_VehiclePhysics.GetMaxSpeed(); float flRatio = flSpeed / flMaxSpeed;
float flDrag = 0.0f;
bool bLean = UpdateLean( ucmd ); #if 0
if ( bLean ) { flDrag += JETSKI_DRAG_LEAN_ADD; } float flNormalizedRatio = ( flRatio - 0.4f ) * 1.667f; float flSplineRatio = SimpleSpline( flNormalizedRatio );
flFriction = JETSKI_FRICTION_MAX + ( JETSKI_FRICTION_MIN - JETSKI_FRICTION_MAX ) * flSplineRatio; flDrag = JETSKI_DRAG_IN_WATER + ( JETSKI_DRAG_ON_WATER - JETSKI_DRAG_IN_WATER ) * flNormalizedRatio;
// Leaning backwards.
if ( bLean ) { flDrag += JETSKI_DRAG_LEAN_ADD; } }
#define JETSKI_DRAG_NO_THRUST_IN_WATER 10.0f
#define JETSKI_DRAG_NO_THRUST_ON_WATER 30.0f
#define JETSKI_DRAG_LEAN_ADD 10.0f
#define JETSKI_DRAG_IN_REVERSE 10.0f
#define JETSKI_DRAG_IN_THRUST 5.0f
#endif
// Debug
Msg( "Drag = %f\n", flDrag );
return flDrag; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropJetski::OnSpeed( CUserCmd *ucmd ) { // Get the physics object so we can adjust the drag.
IPhysicsObject *pPhysJetski = VPhysicsGetObject(); if ( !pPhysJetski ) return;
float flFriction = CalculateFriction( ucmd ); float flDrag = CalculateDrag( ucmd );
// Update the friction of the jetski "fake wheels."
for ( int iWheel = 0; iWheel < 4; ++iWheel ) { m_flFrictionWheels[iWheel] = flFriction; }
// Update the Damp coefficient on the jetski.
float flZero = 0.0f; pPhysJetski->SetDragCoefficient( &flDrag, &flZero );
#if 0
// Splash effects.
if ( flRatio > 0.1f ) { CreateSplash( JETSKI_SPLASH_RIPPLE ); }
float flRandom = random->RandomFloat( 0.0f, 1.0f ); if ( flRatio > 0.8f && flRandom < 0.15f ) { CreateSplash( JETSKI_SPLASH_SPRAY ); } #endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropJetski::UpdateTurnAndSpeed( void ) { #if 1
// Update springs.
m_springLen[0] = UTIL_Approach( m_flSpringLengthApproach[0], m_springLen[0], JETSKI_PITCH_AND_ROLL_RATE ); m_pVehicle->SetSpringLength( 0, m_springLen[0] ); m_springLen[1] = UTIL_Approach( m_flSpringLengthApproach[1], m_springLen[1], JETSKI_PITCH_AND_ROLL_RATE ); m_pVehicle->SetSpringLength( 1, m_springLen[1] ); m_springLen[2] = UTIL_Approach( m_flSpringLengthApproach[2], m_springLen[2], JETSKI_PITCH_AND_ROLL_RATE ); m_pVehicle->SetSpringLength( 2, m_springLen[2] ); m_springLen[3] = UTIL_Approach( m_flSpringLengthApproach[3], m_springLen[3], JETSKI_PITCH_AND_ROLL_RATE ); m_pVehicle->SetSpringLength( 3, m_springLen[3] ); #endif
// Update wheel frictions.
for ( int iWheel = 0; iWheel < 4; ++iWheel ) { m_pVehicle->SetWheelFriction( iWheel, m_flFrictionWheels[iWheel] ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropJetski::DriveVehicle( CBasePlayer *pPlayer, CUserCmd *ucmd ) { //Lose control when the player dies
if ( pPlayer->IsAlive() == false ) return;
OnTurn( ucmd ); OnSpeed( ucmd ); UpdateTurnAndSpeed();
m_VehiclePhysics.UpdateDriverControls( ucmd, ucmd->frametime );
// Save this data.
m_nSpeed = m_VehiclePhysics.GetSpeed(); m_nRPM = m_VehiclePhysics.GetRPM(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer -
// *pMoveData -
//-----------------------------------------------------------------------------
void CPropJetski::ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData ) { BaseClass::ProcessMovement( pPlayer, pMoveData ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropJetski::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) { DriveVehicle( player, ucmd ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropJetski::CreateSplash( int nSplashType ) { Vector vecSplashPoint; QAngle vecSplashAngles; GetAttachment( "splash_pt", vecSplashPoint, vecSplashAngles );
Vector vecForward, vecUp; AngleVectors( vecSplashAngles, &vecForward, &vecUp, NULL );
CEffectData data; data.m_vOrigin = vecSplashPoint; switch ( nSplashType ) { case JETSKI_SPLASH_SPRAY: { Vector vecSplashDir; vecSplashDir = ( vecForward + vecUp ) * 0.5f; VectorNormalize( vecSplashDir ); data.m_vNormal = vecSplashDir; data.m_flScale = JETSKI_SPLASH_SPRAY_SIZE + random->RandomFloat( 0, JETSKI_SPLASH_SPRAY_SIZE * 0.25 ); DispatchEffect( "waterripple", data ); DispatchEffect( "watersplash", data ); } case JETSKI_SPLASH_GURGLE: { Vector vecSplashDir; vecSplashDir = vecUp; data.m_vNormal = vecSplashDir;
data.m_flScale = JETSKI_SPLASH_GURGLE_SIZE + random->RandomFloat( 0, JETSKI_SPLASH_GURGLE_SIZE * 0.25 ); DispatchEffect( "waterripple", data ); DispatchEffect( "watersplash", data ); } case JETSKI_SPLASH_RIPPLE: { Vector vecSplashDir; vecSplashDir = vecUp; data.m_vNormal = vecSplashDir; data.m_flScale = JETSKI_SPLASH_RIPPLE_SIZE + random->RandomFloat( 0, JETSKI_SPLASH_RIPPLE_SIZE * 0.25 ); DispatchEffect( "waterripple", data ); } default: { return; } } }
|