Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef ISERVERVEHICLE_H
#define ISERVERVEHICLE_H
#ifdef _WIN32
#pragma once
#endif
#include "IVehicle.h"
#include "vphysics/vehicles.h"
class CBaseEntity;
class CBasePlayer;
class CBaseCombatCharacter;
class CNPC_VehicleDriver;
enum VehicleSeatQuery_e;
// This is used by the player to access vehicles. It's an interface so the
// vehicles are not restricted in what they can derive from.
abstract_class IServerVehicle : public IVehicle
{
public:
// Get the entity associated with the vehicle.
virtual CBaseEntity* GetVehicleEnt() = 0;
// Get and set the current driver. Use PassengerRole_t enum in shareddefs.h for adding passengers
virtual void SetPassenger( int nRole, CBaseCombatCharacter *pPassenger ) = 0;
// Is the player visible while in the vehicle? (this is a constant the vehicle)
virtual bool IsPassengerVisible( int nRole = VEHICLE_ROLE_DRIVER ) = 0;
// Can a given passenger take damage?
virtual bool IsPassengerDamagable( int nRole = VEHICLE_ROLE_DRIVER ) = 0;
virtual bool PassengerShouldReceiveDamage( CTakeDamageInfo &info ) = 0;
// Is the vehicle upright?
virtual bool IsVehicleUpright( void ) = 0;
// Whether or not we're in a transitional phase
virtual bool IsPassengerEntering( void ) = 0;
virtual bool IsPassengerExiting( void ) = 0;
// Get a position in *world space* inside the vehicle for the player to start at
virtual void GetPassengerSeatPoint( int nRole, Vector *pPoint, QAngle *pAngles ) = 0;
virtual void HandlePassengerEntry( CBaseCombatCharacter *pPassenger, bool bAllowEntryOutsideZone = false ) = 0;
virtual bool HandlePassengerExit( CBaseCombatCharacter *pPassenger ) = 0;
// Get a point in *world space* to leave the vehicle from (may be in solid)
virtual bool GetPassengerExitPoint( int nRole, Vector *pPoint, QAngle *pAngles ) = 0;
virtual int GetEntryAnimForPoint( const Vector &vecPoint ) = 0;
virtual int GetExitAnimToUse( Vector &vecEyeExitEndpoint, bool &bAllPointsBlocked ) = 0;
virtual void HandleEntryExitFinish( bool bExitAnimOn, bool bResetAnim ) = 0;
virtual Class_T ClassifyPassenger( CBaseCombatCharacter *pPassenger, Class_T defaultClassification ) = 0;
virtual float PassengerDamageModifier( const CTakeDamageInfo &info ) = 0;
// Get me the parameters for this vehicle
virtual const vehicleparams_t *GetVehicleParams( void ) = 0;
// If I'm a physics vehicle, get the controller
virtual IPhysicsVehicleController *GetVehicleController() = 0;
virtual int NPC_GetAvailableSeat( CBaseCombatCharacter *pPassenger, string_t strRoleName, VehicleSeatQuery_e nQueryType ) = 0;
virtual bool NPC_AddPassenger( CBaseCombatCharacter *pPassenger, string_t strRoleName, int nSeat ) = 0;
virtual bool NPC_RemovePassenger( CBaseCombatCharacter *pPassenger ) = 0;
virtual bool NPC_GetPassengerSeatPosition( CBaseCombatCharacter *pPassenger, Vector *vecResultPos, QAngle *vecResultAngle ) = 0;
virtual bool NPC_GetPassengerSeatPositionLocal( CBaseCombatCharacter *pPassenger, Vector *vecResultPos, QAngle *vecResultAngle ) = 0;
virtual int NPC_GetPassengerSeatAttachment( CBaseCombatCharacter *pPassenger ) = 0;
virtual bool NPC_HasAvailableSeat( string_t strRoleName ) = 0;
virtual const PassengerSeatAnims_t *NPC_GetPassengerSeatAnims( CBaseCombatCharacter *pPassenger, PassengerSeatAnimType_t nType ) = 0;
virtual CBaseCombatCharacter *NPC_GetPassengerInSeat( int nRoleID, int nSeatID ) = 0;
virtual void RestorePassengerInfo( void ) = 0;
// NPC Driving
virtual bool NPC_CanDrive( void ) = 0;
virtual void NPC_SetDriver( CNPC_VehicleDriver *pDriver ) = 0;
virtual void NPC_DriveVehicle( void ) = 0;
virtual void NPC_ThrottleCenter( void ) = 0;
virtual void NPC_ThrottleReverse( void ) = 0;
virtual void NPC_ThrottleForward( void ) = 0;
virtual void NPC_Brake( void ) = 0;
virtual void NPC_TurnLeft( float flDegrees ) = 0;
virtual void NPC_TurnRight( float flDegrees ) = 0;
virtual void NPC_TurnCenter( void ) = 0;
virtual void NPC_PrimaryFire( void ) = 0;
virtual void NPC_SecondaryFire( void ) = 0;
virtual bool NPC_HasPrimaryWeapon( void ) = 0;
virtual bool NPC_HasSecondaryWeapon( void ) = 0;
virtual void NPC_AimPrimaryWeapon( Vector vecTarget ) = 0;
virtual void NPC_AimSecondaryWeapon( Vector vecTarget ) = 0;
// Weapon handling
virtual void Weapon_PrimaryRanges( float *flMinRange, float *flMaxRange ) = 0;
virtual void Weapon_SecondaryRanges( float *flMinRange, float *flMaxRange ) = 0;
virtual float Weapon_PrimaryCanFireAt( void ) = 0; // Return the time at which this vehicle's primary weapon can fire again
virtual float Weapon_SecondaryCanFireAt( void ) = 0; // Return the time at which this vehicle's secondary weapon can fire again
// debugging, script file flushed
virtual void ReloadScript() = 0;
};
// This is an interface to derive from if your class contains an IServerVehicle
// handler (i.e. something derived CBaseServerVehicle.
abstract_class IDrivableVehicle
{
public:
virtual CBaseEntity *GetDriver( void ) = 0;
// Process movement
virtual void ItemPostFrame( CBasePlayer *pPlayer ) = 0;
virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) = 0;
virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData ) = 0;
virtual void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) = 0;
// Entering / Exiting
virtual bool CanEnterVehicle( CBaseEntity *pEntity ) = 0;
virtual bool CanExitVehicle( CBaseEntity *pEntity ) = 0;
virtual void SetVehicleEntryAnim( bool bOn ) = 0;
virtual void SetVehicleExitAnim( bool bOn, Vector vecEyeExitEndpoint ) = 0;
virtual void EnterVehicle( CBaseCombatCharacter *pPassenger ) = 0;
virtual void PreExitVehicle( CBaseCombatCharacter *pPassenger, int nRole ) = 0;
virtual void ExitVehicle( int nRole ) = 0;
virtual bool AllowBlockedExit( CBaseCombatCharacter *pPassenger, int nRole ) = 0;
virtual bool AllowMidairExit( CBaseCombatCharacter *pPassenger, int nRole ) = 0;
virtual string_t GetVehicleScriptName() = 0;
virtual bool PassengerShouldReceiveDamage( CTakeDamageInfo &info ) = 0;
};
#endif // IVEHICLE_H