hl2_src-leak-2017/src/game/server/vehicle_base.cpp

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: UNDONE: Rename this to prop_vehicle.cpp !!!
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "vcollide_parse.h"
#include "vehicle_base.h"
#include "ndebugoverlay.h"
#include "igamemovement.h"
#include "soundenvelope.h"
#include "in_buttons.h"
#include "npc_vehicledriver.h"
#include "physics_saverestore.h"
#include "saverestore_utlvector.h"
#include "func_break.h"
#include "physics_impact_damage.h"
#include "entityblocker.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SF_PROP_VEHICLE_ALWAYSTHINK 0x00000001
ConVar g_debug_vehiclebase( "g_debug_vehiclebase", "0", FCVAR_CHEAT );
extern ConVar g_debug_vehicledriver;
// CFourWheelServerVehicle
BEGIN_SIMPLE_DATADESC_( CFourWheelServerVehicle, CBaseServerVehicle )
DEFINE_EMBEDDED( m_ViewSmoothing ),
END_DATADESC()
// CPropVehicle
BEGIN_DATADESC( CPropVehicle )
DEFINE_EMBEDDED( m_VehiclePhysics ),
// These are necessary to save here because the 'owner' of these fields must be the prop_vehicle
DEFINE_PHYSPTR( m_VehiclePhysics.m_pVehicle ),
DEFINE_PHYSPTR_ARRAY( m_VehiclePhysics.m_pWheels ),
DEFINE_FIELD( m_nVehicleType, FIELD_INTEGER ),
// Physics Influence
DEFINE_FIELD( m_hPhysicsAttacker, FIELD_EHANDLE ),
DEFINE_FIELD( m_flLastPhysicsInfluenceTime, FIELD_TIME ),
#ifdef HL2_EPISODIC
DEFINE_UTLVECTOR( m_hPhysicsChildren, FIELD_EHANDLE ),
#endif // HL2_EPISODIC
// Keys
DEFINE_KEYFIELD( m_vehicleScript, FIELD_STRING, "VehicleScript" ),
DEFINE_FIELD( m_vecSmoothedVelocity, FIELD_VECTOR ),
// Inputs
DEFINE_INPUTFUNC( FIELD_FLOAT, "Throttle", InputThrottle ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "Steer", InputSteering ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "Action", InputAction ),
DEFINE_INPUTFUNC( FIELD_VOID, "HandBrakeOn", InputHandBrakeOn ),
DEFINE_INPUTFUNC( FIELD_VOID, "HandBrakeOff", InputHandBrakeOff ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( prop_vehicle, CPropVehicle );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
#pragma warning (disable:4355)
CPropVehicle::CPropVehicle() : m_VehiclePhysics( this )
{
SetVehicleType( VEHICLE_TYPE_CAR_WHEELS );
}
#pragma warning (default:4355)
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPropVehicle::~CPropVehicle ()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicle::Spawn( )
{
CFourWheelServerVehicle *pServerVehicle = dynamic_cast<CFourWheelServerVehicle*>(GetServerVehicle());
m_VehiclePhysics.SetOuter( this, pServerVehicle );
// NOTE: The model has to be set before we can spawn vehicle physics
BaseClass::Spawn();
SetCollisionGroup( COLLISION_GROUP_VEHICLE );
m_VehiclePhysics.Spawn();
if (!m_VehiclePhysics.Initialize( STRING(m_vehicleScript), m_nVehicleType ))
return;
SetNextThink( gpGlobals->curtime );
m_vecSmoothedVelocity.Init();
}
// this allows reloading the script variables from disk over an existing vehicle state
// This is useful for tuning vehicles or updating old saved game formats
CON_COMMAND(vehicle_flushscript, "Flush and reload all vehicle scripts")
{
PhysFlushVehicleScripts();
for ( CBaseEntity *pEnt = gEntList.FirstEnt(); pEnt != NULL; pEnt = gEntList.NextEnt(pEnt) )
{
IServerVehicle *pServerVehicle = pEnt->GetServerVehicle();
if ( pServerVehicle )
{
pServerVehicle->ReloadScript();
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Restore
//-----------------------------------------------------------------------------
int CPropVehicle::Restore( IRestore &restore )
{
CFourWheelServerVehicle *pServerVehicle = dynamic_cast<CFourWheelServerVehicle*>(GetServerVehicle());
m_VehiclePhysics.SetOuter( this, pServerVehicle );
return BaseClass::Restore( restore );
}
//-----------------------------------------------------------------------------
// Purpose: Tell the vehicle physics system whenever we teleport, so it can fixup the wheels.
//-----------------------------------------------------------------------------
void CPropVehicle::Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity )
{
matrix3x4_t startMatrixInv;
MatrixInvert( EntityToWorldTransform(), startMatrixInv );
BaseClass::Teleport( newPosition, newAngles, newVelocity );
// Calculate the relative transform of the teleport
matrix3x4_t xform;
ConcatTransforms( EntityToWorldTransform(), startMatrixInv, xform );
m_VehiclePhysics.Teleport( xform );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicle::DrawDebugGeometryOverlays()
{
if (m_debugOverlays & OVERLAY_BBOX_BIT)
{
m_VehiclePhysics.DrawDebugGeometryOverlays();
}
BaseClass::DrawDebugGeometryOverlays();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CPropVehicle::DrawDebugTextOverlays()
{
int nOffset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT)
{
nOffset = m_VehiclePhysics.DrawDebugTextOverlays( nOffset );
}
return nOffset;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBasePlayer *CPropVehicle::HasPhysicsAttacker( float dt )
{
if (gpGlobals->curtime - dt <= m_flLastPhysicsInfluenceTime)
{
return m_hPhysicsAttacker;
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Keep track of physgun influence
//-----------------------------------------------------------------------------
void CPropVehicle::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason )
{
m_hPhysicsAttacker = pPhysGunUser;
m_flLastPhysicsInfluenceTime = gpGlobals->curtime;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicle::InputThrottle( inputdata_t &inputdata )
{
m_VehiclePhysics.SetThrottle( inputdata.value.Float() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicle::InputSteering( inputdata_t &inputdata )
{
m_VehiclePhysics.SetSteering( inputdata.value.Float(), 2*gpGlobals->frametime );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicle::InputAction( inputdata_t &inputdata )
{
m_VehiclePhysics.SetAction( inputdata.value.Float() );
}
void CPropVehicle::InputHandBrakeOn( inputdata_t &inputdata )
{
m_VehiclePhysics.SetHandbrake( true );
}
void CPropVehicle::InputHandBrakeOff( inputdata_t &inputdata )
{
m_VehiclePhysics.ReleaseHandbrake();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicle::Think()
{
m_VehiclePhysics.Think();
// Derived classes of CPropVehicle have their own code to determine how frequently to think.
// But the prop_vehicle entity native to this class will only think one time, so this flag
// was added to allow prop_vehicle to always think without affecting the derived classes.
if( HasSpawnFlags(SF_PROP_VEHICLE_ALWAYSTHINK) )
{
SetNextThink(gpGlobals->curtime);
}
}
#define SMOOTHING_FACTOR 0.9
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicle::VPhysicsUpdate( IPhysicsObject *pPhysics )
{
if ( IsMarkedForDeletion() )
return;
Vector velocity;
VPhysicsGetObject()->GetVelocity( &velocity, NULL );
//Update our smoothed velocity
m_vecSmoothedVelocity = m_vecSmoothedVelocity * SMOOTHING_FACTOR + velocity * ( 1 - SMOOTHING_FACTOR );
// must be a wheel
if (!m_VehiclePhysics.VPhysicsUpdate( pPhysics ))
return;
BaseClass::VPhysicsUpdate( pPhysics );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : const Vector
//-----------------------------------------------------------------------------
Vector CPropVehicle::GetSmoothedVelocity( void )
{
return m_vecSmoothedVelocity;
}
//=============================================================================
#ifdef HL2_EPISODIC
//-----------------------------------------------------------------------------
// Purpose: Add an entity to a list which receives physics callbacks from the vehicle
//-----------------------------------------------------------------------------
void CPropVehicle::AddPhysicsChild( CBaseEntity *pChild )
{
// Don't add something we already have
if ( m_hPhysicsChildren.Find( pChild ) != m_hPhysicsChildren.InvalidIndex() )
return ;
m_hPhysicsChildren.AddToTail( pChild );
}
//-----------------------------------------------------------------------------
// Purpose: Removes entity from physics callback list
//-----------------------------------------------------------------------------
void CPropVehicle::RemovePhysicsChild( CBaseEntity *pChild )
{
int elemID = m_hPhysicsChildren.Find( pChild );
if ( m_hPhysicsChildren.IsValidIndex( elemID ) )
{
m_hPhysicsChildren.Remove( elemID );
}
}
#endif //HL2_EPISODIC
//=============================================================================
//-----------------------------------------------------------------------------
// Purpose: Player driveable vehicle class
//-----------------------------------------------------------------------------
IMPLEMENT_SERVERCLASS_ST(CPropVehicleDriveable, DT_PropVehicleDriveable)
SendPropEHandle(SENDINFO(m_hPlayer)),
// SendPropFloat(SENDINFO_DT_NAME(m_controls.throttle, m_throttle), 8, SPROP_ROUNDUP, 0.0f, 1.0f),
SendPropInt(SENDINFO(m_nSpeed), 8),
SendPropInt(SENDINFO(m_nRPM), 13),
SendPropFloat(SENDINFO(m_flThrottle), 0, SPROP_NOSCALE ),
SendPropInt(SENDINFO(m_nBoostTimeLeft), 8),
SendPropInt(SENDINFO(m_nHasBoost), 1, SPROP_UNSIGNED),
SendPropInt(SENDINFO(m_nScannerDisabledWeapons), 1, SPROP_UNSIGNED),
SendPropInt(SENDINFO(m_nScannerDisabledVehicle), 1, SPROP_UNSIGNED),
SendPropInt(SENDINFO(m_bEnterAnimOn), 1, SPROP_UNSIGNED ),
SendPropInt(SENDINFO(m_bExitAnimOn), 1, SPROP_UNSIGNED ),
SendPropInt(SENDINFO(m_bUnableToFire), 1, SPROP_UNSIGNED ),
SendPropVector(SENDINFO(m_vecEyeExitEndpoint), -1, SPROP_COORD),
SendPropBool(SENDINFO(m_bHasGun)),
SendPropVector(SENDINFO(m_vecGunCrosshair), -1, SPROP_COORD),
END_SEND_TABLE();
BEGIN_DATADESC( CPropVehicleDriveable )
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Lock", InputLock ),
DEFINE_INPUTFUNC( FIELD_VOID, "Unlock", InputUnlock ),
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
DEFINE_INPUT( m_bHasGun, FIELD_BOOLEAN, "EnableGun" ),
// Outputs
DEFINE_OUTPUT( m_playerOn, "PlayerOn" ),
DEFINE_OUTPUT( m_playerOff, "PlayerOff" ),
DEFINE_OUTPUT( m_pressedAttack, "PressedAttack" ),
DEFINE_OUTPUT( m_pressedAttack2, "PressedAttack2" ),
DEFINE_OUTPUT( m_attackaxis, "AttackAxis" ),
DEFINE_OUTPUT( m_attack2axis, "Attack2Axis" ),
DEFINE_FIELD( m_hPlayer, FIELD_EHANDLE ),
DEFINE_EMBEDDEDBYREF( m_pServerVehicle ),
DEFINE_FIELD( m_nSpeed, FIELD_INTEGER ),
DEFINE_FIELD( m_nRPM, FIELD_INTEGER ),
DEFINE_FIELD( m_flThrottle, FIELD_FLOAT ),
DEFINE_FIELD( m_nBoostTimeLeft, FIELD_INTEGER ),
DEFINE_FIELD( m_nHasBoost, FIELD_INTEGER ),
DEFINE_FIELD( m_nScannerDisabledWeapons, FIELD_BOOLEAN ),
DEFINE_FIELD( m_nScannerDisabledVehicle, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bUnableToFire, FIELD_BOOLEAN ),
DEFINE_FIELD( m_vecEyeExitEndpoint, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_vecGunCrosshair, FIELD_VECTOR ),
DEFINE_FIELD( m_bEngineLocked, FIELD_BOOLEAN ),
DEFINE_KEYFIELD( m_bLocked, FIELD_BOOLEAN, "VehicleLocked" ),
DEFINE_FIELD( m_flMinimumSpeedToEnterExit, FIELD_FLOAT ),
DEFINE_FIELD( m_bEnterAnimOn, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bExitAnimOn, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flTurnOffKeepUpright, FIELD_TIME ),
//DEFINE_FIELD( m_flNoImpactDamageTime, FIELD_TIME ),
DEFINE_FIELD( m_hNPCDriver, FIELD_EHANDLE ),
DEFINE_FIELD( m_hKeepUpright, FIELD_EHANDLE ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( prop_vehicle_driveable, CPropVehicleDriveable );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPropVehicleDriveable::CPropVehicleDriveable( void ) :
m_pServerVehicle( NULL ),
m_hKeepUpright( NULL ),
m_flTurnOffKeepUpright( 0 ),
m_flNoImpactDamageTime( 0 )
{
m_vecEyeExitEndpoint.Init();
m_vecGunCrosshair.Init();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPropVehicleDriveable::~CPropVehicleDriveable( void )
{
DestroyServerVehicle();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicleDriveable::CreateServerVehicle( void )
{
// Create our server vehicle
m_pServerVehicle = new CFourWheelServerVehicle();
m_pServerVehicle->SetVehicle( this );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicleDriveable::DestroyServerVehicle()
{
if ( m_pServerVehicle )
{
delete m_pServerVehicle;
m_pServerVehicle = NULL;
}
}
//------------------------------------------------
// Precache
//------------------------------------------------
void CPropVehicleDriveable::Precache( void )
{
BaseClass::Precache();
// This step is needed because if we're precaching from a templated instance, we'll miss our vehicle
// script sounds unless we do the parse below. This instance of the vehicle will be nuked when we're actually created.
if ( m_pServerVehicle == NULL )
{
CreateServerVehicle();
}
// Load the script file and precache our assets
if ( m_pServerVehicle )
{
m_pServerVehicle->Initialize( STRING( m_vehicleScript ) );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicleDriveable::Spawn( void )
{
// Has to be created before Spawn is called (since that causes Precache to be called)
DestroyServerVehicle();
CreateServerVehicle();
// Initialize our vehicle via script
if ( m_pServerVehicle->Initialize( STRING(m_vehicleScript) ) == false )
{
Warning( "Vehicle (%s) unable to properly initialize due to script error in (%s)!\n", GetEntityName().ToCStr(), STRING( m_vehicleScript ) );
SetThink( &CBaseEntity::SUB_Remove );
SetNextThink( gpGlobals->curtime + 0.1f );
return;
}
BaseClass::Spawn();
m_flMinimumSpeedToEnterExit = 0;
m_takedamage = DAMAGE_EVENTS_ONLY;
m_bEngineLocked = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CPropVehicleDriveable::Restore( IRestore &restore )
{
// Has to be created before we can restore
// and we can't create it in the constructor because it could be
// overridden by a derived class.
DestroyServerVehicle();
CreateServerVehicle();
int nRetVal = BaseClass::Restore( restore );
return nRetVal;
}
//-----------------------------------------------------------------------------
// Purpose: Do extra fix-up after restore
//-----------------------------------------------------------------------------
void CPropVehicleDriveable::OnRestore( void )
{
BaseClass::OnRestore();
// NOTE: This is necessary to prevent overflow of datatables on level transition
// since the last exit eyepoint in the last level will have been fixed up
// based on the level landmarks, resulting in a position that lies outside
// typical map coordinates. If we're not in the middle of an exit anim, the
// eye exit endpoint field isn't being used at all.
if ( !m_bExitAnimOn )
{
m_vecEyeExitEndpoint = GetAbsOrigin();
}
m_flNoImpactDamageTime = gpGlobals->curtime + 5.0f;
IServerVehicle *pServerVehicle = GetServerVehicle();
if ( pServerVehicle != NULL )
{
// Restore the passenger information we're holding on to
pServerVehicle->RestorePassengerInfo();
}
}
//-----------------------------------------------------------------------------
// Purpose: Vehicles are permanently oriented off angle for vphysics.
//-----------------------------------------------------------------------------
void CPropVehicleDriveable::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: AngleVectors equivalent that accounts for the hacked 90 degree rotation of vehicles
// BUGBUG: VPhysics is hardcoded so that vehicles must face down Y instead of X like everything else
//-----------------------------------------------------------------------------
void CPropVehicleDriveable::VehicleAngleVectors( const QAngle &angles, Vector *pForward, Vector *pRight, Vector *pUp )
{
AngleVectors( angles, pRight, pForward, pUp );
if ( pForward )
{
*pForward *= -1;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicleDriveable::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
CBasePlayer *pPlayer = ToBasePlayer( pActivator );
if ( !pPlayer )
return;
ResetUseKey( pPlayer );
m_pServerVehicle->HandlePassengerEntry( pPlayer, (value>0) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseEntity *CPropVehicleDriveable::GetDriver( void )
{
if ( m_hNPCDriver )
return m_hNPCDriver;
return m_hPlayer;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicleDriveable::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 );
// Don't start the engine if the player's using an entry animation,
// because we want to start the engine once the animation is done.
if ( !m_bEnterAnimOn )
{
StartEngine();
}
// Start Thinking
SetNextThink( gpGlobals->curtime );
Vector vecViewOffset = m_pServerVehicle->GetSavedViewOffset();
// Clear our state
m_pServerVehicle->InitViewSmoothing( pPlayer->GetAbsOrigin() + vecViewOffset, pPlayer->EyeAngles() );
m_VehiclePhysics.GetVehicle()->OnVehicleEnter();
}
else
{
// NPCs are not yet supported - jdw
Assert( 0 );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicleDriveable::ExitVehicle( int nRole )
{
CBasePlayer *pPlayer = m_hPlayer;
if ( !pPlayer )
return;
m_hPlayer = NULL;
ResetUseKey( pPlayer );
m_playerOff.FireOutput( pPlayer, this, 0 );
// clear out the fire buttons
m_attackaxis.Set( 0, pPlayer, this );
m_attack2axis.Set( 0, pPlayer, this );
m_nSpeed = 0;
m_flThrottle = 0.0f;
StopEngine();
m_VehiclePhysics.GetVehicle()->OnVehicleExit();
// Clear our state
m_pServerVehicle->InitViewSmoothing( vec3_origin, vec3_angle );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicleDriveable::ResetUseKey( CBasePlayer *pPlayer )
{
pPlayer->m_afButtonPressed &= ~IN_USE;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicleDriveable::DriveVehicle( CBasePlayer *pPlayer, CUserCmd *ucmd )
{
//Lose control when the player dies
if ( pPlayer->IsAlive() == false )
return;
DriveVehicle( TICK_INTERVAL, ucmd, pPlayer->m_afButtonPressed, pPlayer->m_afButtonReleased );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicleDriveable::DriveVehicle( float flFrameTime, CUserCmd *ucmd, int iButtonsDown, int iButtonsReleased )
{
int iButtons = ucmd->buttons;
m_VehiclePhysics.UpdateDriverControls( ucmd, flFrameTime );
m_nSpeed = m_VehiclePhysics.GetSpeed(); //send speed to client
m_nRPM = clamp( m_VehiclePhysics.GetRPM(), 0, 4095 );
m_nBoostTimeLeft = m_VehiclePhysics.BoostTimeLeft();
m_nHasBoost = m_VehiclePhysics.HasBoost();
m_flThrottle = m_VehiclePhysics.GetThrottle();
m_nScannerDisabledWeapons = false; // off for now, change once we have scanners
m_nScannerDisabledVehicle = false; // off for now, change once we have scanners
//
// Fire the appropriate outputs based on button pressed events.
//
// BUGBUG: m_afButtonPressed is broken - check the player.cpp code!!!
float attack = 0, attack2 = 0;
if ( iButtonsDown & IN_ATTACK )
{
m_pressedAttack.FireOutput( this, this, 0 );
}
if ( iButtonsDown & IN_ATTACK2 )
{
m_pressedAttack2.FireOutput( this, this, 0 );
}
if ( iButtons & IN_ATTACK )
{
attack = 1;
}
if ( iButtons & IN_ATTACK2 )
{
attack2 = 1;
}
m_attackaxis.Set( attack, this, this );
m_attack2axis.Set( attack2, this, this );
}
//-----------------------------------------------------------------------------
// Purpose: Tells whether or not the car has been overturned
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CPropVehicleDriveable::IsOverturned( void )
{
Vector vUp;
VehicleAngleVectors( GetAbsAngles(), NULL, NULL, &vUp );
float upDot = DotProduct( Vector(0,0,1), vUp );
// Tweak this number to adjust what's considered "overturned"
if ( upDot < 0.0f )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicleDriveable::Think()
{
BaseClass::Think();
if ( ShouldThink() )
{
SetNextThink( gpGlobals->curtime );
}
// If we have an NPC Driver, tell him to drive
if ( m_hNPCDriver )
{
GetServerVehicle()->NPC_DriveVehicle();
}
// Keep thinking while we're waiting to turn off the keep upright
if ( m_flTurnOffKeepUpright )
{
SetNextThink( gpGlobals->curtime );
// Time up?
if ( m_hKeepUpright != NULL && m_flTurnOffKeepUpright < gpGlobals->curtime )
{
variant_t emptyVariant;
m_hKeepUpright->AcceptInput( "TurnOff", this, this, emptyVariant, USE_TOGGLE );
m_flTurnOffKeepUpright = 0;
UTIL_Remove( m_hKeepUpright );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicleDriveable::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
{
// If the engine's not active, prevent driving
if ( !IsEngineOn() || m_bEngineLocked )
return;
// If the player's entering/exiting the vehicle, prevent movement
if ( m_bEnterAnimOn || m_bExitAnimOn )
return;
DriveVehicle( player, ucmd );
}
//-----------------------------------------------------------------------------
// Purpose: Prevent the player from entering / exiting the vehicle
//-----------------------------------------------------------------------------
void CPropVehicleDriveable::InputLock( inputdata_t &inputdata )
{
m_bLocked = true;
}
//-----------------------------------------------------------------------------
// Purpose: Allow the player to enter / exit the vehicle
//-----------------------------------------------------------------------------
void CPropVehicleDriveable::InputUnlock( inputdata_t &inputdata )
{
m_bLocked = false;
}
//-----------------------------------------------------------------------------
// Purpose: Return true of the player's allowed to enter the vehicle
//-----------------------------------------------------------------------------
bool CPropVehicleDriveable::CanEnterVehicle( CBaseEntity *pEntity )
{
// Only drivers are supported
Assert( pEntity && pEntity->IsPlayer() );
// Prevent entering if the vehicle's being driven by an NPC
if ( GetDriver() && GetDriver() != pEntity )
return false;
// Can't enter if we're upside-down
if ( IsOverturned() )
return false;
// Prevent entering if the vehicle's locked, or if it's moving too fast.
return ( !m_bLocked && (m_nSpeed <= m_flMinimumSpeedToEnterExit) );
}
//-----------------------------------------------------------------------------
// Purpose: Return true of the player's allowed to exit the vehicle
//-----------------------------------------------------------------------------
bool CPropVehicleDriveable::CanExitVehicle( CBaseEntity *pEntity )
{
// Prevent exiting if the vehicle's locked, or if it's moving too fast.
return ( !m_bEnterAnimOn && !m_bExitAnimOn && !m_bLocked && (m_nSpeed <= m_flMinimumSpeedToEnterExit) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicleDriveable::InputTurnOn( inputdata_t &inputdata )
{
m_bEngineLocked = false;
StartEngine();
m_VehiclePhysics.SetDisableEngine( false );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicleDriveable::InputTurnOff( inputdata_t &inputdata )
{
m_bEngineLocked = true;
StopEngine();
m_VehiclePhysics.SetDisableEngine( true );
}
//-----------------------------------------------------------------------------
// Purpose: Check to see if the engine is on.
//-----------------------------------------------------------------------------
bool CPropVehicleDriveable::IsEngineOn( void )
{
return m_VehiclePhysics.IsOn();
}
//-----------------------------------------------------------------------------
// Purpose: Turn on the engine, but only if we're allowed to
//-----------------------------------------------------------------------------
void CPropVehicleDriveable::StartEngine( void )
{
if ( m_bEngineLocked )
{
m_VehiclePhysics.SetHandbrake( true );
return;
}
m_VehiclePhysics.TurnOn();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropVehicleDriveable::StopEngine( void )
{
m_VehiclePhysics.TurnOff();
}
//-----------------------------------------------------------------------------
// Purpose: // The player takes damage if he hits something going fast enough
//-----------------------------------------------------------------------------
void CPropVehicleDriveable::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
{
//=============================================================================
#ifdef HL2_EPISODIC
// Notify all children
for ( int i = 0; i < m_hPhysicsChildren.Count(); i++ )
{
if ( m_hPhysicsChildren[i] == NULL )
continue;
m_hPhysicsChildren[i]->VPhysicsCollision( index, pEvent );
}
#endif // HL2_EPISODIC
//=============================================================================
// Don't care if we don't have a driver
CBaseCombatCharacter *pDriver = GetDriver() ? GetDriver()->MyCombatCharacterPointer() : NULL;
if ( !pDriver )
return;
// Make sure we don't keep hitting the same entity
int otherIndex = !index;
CBaseEntity *pHitEntity = pEvent->pEntities[otherIndex];
if ( pEvent->deltaCollisionTime < 0.5 && (pHitEntity == this) )
return;
BaseClass::VPhysicsCollision( index, pEvent );
// if this is a bone follower, promote to the owner entity
if ( pHitEntity->GetOwnerEntity() && (pHitEntity->GetEffects() & EF_NODRAW) )
{
CBaseEntity *pOwner = pHitEntity->GetOwnerEntity();
// no friendly bone follower damage
// this allows strider legs to damage the player on impact but not d0g for example
if ( pDriver->IRelationType( pOwner ) == D_LI )
return;
}
// If we hit hard enough, damage the player
// Don't take damage from ramming bad guys
if ( pHitEntity->MyNPCPointer() )
{
return;
}
// Don't take damage from ramming ragdolls
if ( pEvent->pObjects[otherIndex]->GetGameFlags() & FVPHYSICS_PART_OF_RAGDOLL )
return;
// Ignore func_breakables
CBreakable *pBreakable = dynamic_cast<CBreakable *>(pHitEntity);
if ( pBreakable )
{
// ROBIN: Do we want to only do this on func_breakables that are about to die?
//if ( pBreakable->HasSpawnFlags( SF_PHYSICS_BREAK_IMMEDIATELY ) )
return;
}
// Over our skill's minimum crash level?
int damageType = 0;
float flDamage = CalculatePhysicsImpactDamage( index, pEvent, gDefaultPlayerVehicleImpactDamageTable, 1.0, true, damageType );
if ( flDamage > 0 && m_flNoImpactDamageTime < gpGlobals->curtime )
{
Vector damagePos;
pEvent->pInternalData->GetContactPoint( damagePos );
Vector damageForce = pEvent->postVelocity[index] * pEvent->pObjects[index]->GetMass();
CTakeDamageInfo info( this, GetDriver(), damageForce, damagePos, flDamage, (damageType|DMG_VEHICLE) );
GetDriver()->TakeDamage( info );
}
}
int CPropVehicleDriveable::VPhysicsGetObjectList( IPhysicsObject **pList, int listMax )
{
return GetPhysics()->VPhysicsGetObjectList( pList, listMax );
}
//-----------------------------------------------------------------------------
// Purpose: Handle trace attacks from the physcannon
//-----------------------------------------------------------------------------
void CPropVehicleDriveable::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
// If we've just been zapped by the physcannon, try and right ourselves
if ( info.GetDamageType() & DMG_PHYSGUN )
{
float flUprightStrength = GetUprightStrength();
if ( flUprightStrength )
{
// Update our strength value if we already have an upright controller
if ( m_hKeepUpright )
{
variant_t limitVariant;
limitVariant.SetFloat( flUprightStrength );
m_hKeepUpright->AcceptInput( "SetAngularLimit", this, this, limitVariant, USE_TOGGLE );
}
else
{
// If we don't have one, create an upright controller for us
m_hKeepUpright = CreateKeepUpright( GetAbsOrigin(), vec3_angle, this, GetUprightStrength(), false );
}
Assert( m_hKeepUpright );
variant_t emptyVariant;
m_hKeepUpright->AcceptInput( "TurnOn", this, this, emptyVariant, USE_TOGGLE );
// Turn off the keepupright after a short time
m_flTurnOffKeepUpright = gpGlobals->curtime + GetUprightTime();
SetNextThink( gpGlobals->curtime );
}
#ifdef HL2_EPISODIC
// Notify all children
for ( int i = 0; i < m_hPhysicsChildren.Count(); i++ )
{
if ( m_hPhysicsChildren[i] == NULL )
continue;
variant_t emptyVariant;
m_hPhysicsChildren[i]->AcceptInput( "VehiclePunted", info.GetAttacker(), this, emptyVariant, USE_TOGGLE );
}
#endif // HL2_EPISODIC
}
BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
}
//=============================================================================
// Passenger carrier
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPassenger -
// bCompanion -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CPropVehicleDriveable::NPC_CanEnterVehicle( CAI_BaseNPC *pPassenger, bool bCompanion )
{
// Always allowed unless a leaf class says otherwise
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPassenger -
// bCompanion -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CPropVehicleDriveable::NPC_CanExitVehicle( CAI_BaseNPC *pPassenger, bool bCompanion )
{
// Always allowed unless a leaf class says otherwise
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPassenger -
// bCompanion -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CPropVehicleDriveable::NPC_AddPassenger( CAI_BaseNPC *pPassenger, string_t strRoleName, int nSeatID )
{
// Must be allowed to enter
if ( NPC_CanEnterVehicle( pPassenger, true /*FIXME*/ ) == false )
return false;
IServerVehicle *pVehicleServer = GetServerVehicle();
if ( pVehicleServer != NULL )
return pVehicleServer->NPC_AddPassenger( pPassenger, strRoleName, nSeatID );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPassenger -
// bCompanion -
//-----------------------------------------------------------------------------
bool CPropVehicleDriveable::NPC_RemovePassenger( CAI_BaseNPC *pPassenger )
{
// Must be allowed to exit
if ( NPC_CanExitVehicle( pPassenger, true /*FIXME*/ ) == false )
return false;
IServerVehicle *pVehicleServer = GetServerVehicle();
if ( pVehicleServer != NULL )
return pVehicleServer->NPC_RemovePassenger( pPassenger );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pVictim -
// &info -
//-----------------------------------------------------------------------------
void CPropVehicleDriveable::Event_KilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info )
{
CBaseEntity *pDriver = GetDriver();
if ( pDriver != NULL )
{
pDriver->Event_KilledOther( pVictim, info );
}
BaseClass::Event_KilledOther( pVictim, info );
}
//========================================================================================================================================
// FOUR WHEEL PHYSICS VEHICLE SERVER VEHICLE
//========================================================================================================================================
CFourWheelServerVehicle::CFourWheelServerVehicle( void )
{
// Setup our smoothing data
memset( &m_ViewSmoothing, 0, sizeof( m_ViewSmoothing ) );
m_ViewSmoothing.bClampEyeAngles = true;
m_ViewSmoothing.bDampenEyePosition = true;
m_ViewSmoothing.flPitchCurveZero = PITCH_CURVE_ZERO;
m_ViewSmoothing.flPitchCurveLinear = PITCH_CURVE_LINEAR;
m_ViewSmoothing.flRollCurveZero = ROLL_CURVE_ZERO;
m_ViewSmoothing.flRollCurveLinear = ROLL_CURVE_LINEAR;
}
#ifdef HL2_EPISODIC
ConVar r_JeepFOV( "r_JeepFOV", "82", FCVAR_CHEAT | FCVAR_REPLICATED );
#else
ConVar r_JeepFOV( "r_JeepFOV", "90", FCVAR_CHEAT | FCVAR_REPLICATED );
#endif // HL2_EPISODIC
//-----------------------------------------------------------------------------
// Purpose: Setup our view smoothing information
//-----------------------------------------------------------------------------
void CFourWheelServerVehicle::InitViewSmoothing( const Vector &vecOrigin, const QAngle &vecAngles )
{
m_ViewSmoothing.bWasRunningAnim = false;
m_ViewSmoothing.vecOriginSaved = vecOrigin;
m_ViewSmoothing.vecAnglesSaved = vecAngles;
m_ViewSmoothing.flFOV = r_JeepFOV.GetFloat();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFourWheelServerVehicle::SetVehicle( CBaseEntity *pVehicle )
{
ASSERT( dynamic_cast<CPropVehicleDriveable*>(pVehicle) );
BaseClass::SetVehicle( pVehicle );
// Save this for view smoothing
if ( pVehicle != NULL )
{
m_ViewSmoothing.pVehicle = pVehicle->GetBaseAnimating();
}
}
//-----------------------------------------------------------------------------
// Purpose: Modify the player view/camera while in a vehicle
//-----------------------------------------------------------------------------
void CFourWheelServerVehicle::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV /*= NULL*/ )
{
CBaseEntity *pDriver = GetPassenger( nRole );
if ( pDriver && pDriver->IsPlayer())
{
CBasePlayer *pPlayerDriver = ToBasePlayer( pDriver );
CPropVehicleDriveable *pVehicle = GetFourWheelVehicle();
SharedVehicleViewSmoothing( pPlayerDriver,
pAbsOrigin, pAbsAngles,
pVehicle->IsEnterAnimOn(), pVehicle->IsExitAnimOn(),
pVehicle->GetEyeExitEndpoint(),
&m_ViewSmoothing,
pFOV );
}
else
{
// NPCs are not supported
Assert( 0 );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const vehicleparams_t *CFourWheelServerVehicle::GetVehicleParams( void )
{
return &GetFourWheelVehiclePhysics()->GetVehicleParams();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const vehicle_operatingparams_t *CFourWheelServerVehicle::GetVehicleOperatingParams( void )
{
return &GetFourWheelVehiclePhysics()->GetVehicleOperatingParams();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const vehicle_controlparams_t *CFourWheelServerVehicle::GetVehicleControlParams( void )
{
return &GetFourWheelVehiclePhysics()->GetVehicleControls();
}
IPhysicsVehicleController *CFourWheelServerVehicle::GetVehicleController()
{
return GetFourWheelVehiclePhysics()->GetVehicleController();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPropVehicleDriveable *CFourWheelServerVehicle::GetFourWheelVehicle( void )
{
return (CPropVehicleDriveable *)m_pVehicle;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CFourWheelVehiclePhysics *CFourWheelServerVehicle::GetFourWheelVehiclePhysics( void )
{
CPropVehicleDriveable *pVehicle = GetFourWheelVehicle();
return pVehicle->GetPhysics();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CFourWheelServerVehicle::IsVehicleUpright( void )
{
return (GetFourWheelVehicle()->IsOverturned() == false);
}
bool CFourWheelServerVehicle::IsVehicleBodyInWater()
{
return GetFourWheelVehicle()->IsVehicleBodyInWater();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CFourWheelServerVehicle::IsPassengerEntering( void )
{
return GetFourWheelVehicle()->IsEnterAnimOn();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CFourWheelServerVehicle::IsPassengerExiting( void )
{
return GetFourWheelVehicle()->IsExitAnimOn();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFourWheelServerVehicle::NPC_SetDriver( CNPC_VehicleDriver *pDriver )
{
if ( pDriver )
{
m_nNPCButtons = 0;
GetFourWheelVehicle()->m_hNPCDriver = pDriver;
GetFourWheelVehicle()->StartEngine();
SetVehicleVolume( 1.0 ); // Vehicles driven by NPCs are louder
// Set our owner entity to be the NPC, so it can path check without hitting us
GetFourWheelVehicle()->SetOwnerEntity( pDriver );
// Start Thinking
GetFourWheelVehicle()->SetNextThink( gpGlobals->curtime );
}
else
{
GetFourWheelVehicle()->m_hNPCDriver = NULL;
GetFourWheelVehicle()->StopEngine();
GetFourWheelVehicle()->SetOwnerEntity( NULL );
SetVehicleVolume( 0.5 );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFourWheelServerVehicle::NPC_DriveVehicle( void )
{
#ifdef HL2_DLL
if ( g_debug_vehicledriver.GetInt() )
{
if ( m_nNPCButtons )
{
Vector vecForward, vecRight;
GetFourWheelVehicle()->GetVectors( &vecForward, &vecRight, NULL );
if ( m_nNPCButtons & IN_FORWARD )
{
NDebugOverlay::Line( GetFourWheelVehicle()->GetAbsOrigin(), GetFourWheelVehicle()->GetAbsOrigin() + vecForward * 200, 0,255,0, true, 0.1 );
}
if ( m_nNPCButtons & IN_BACK )
{
NDebugOverlay::Line( GetFourWheelVehicle()->GetAbsOrigin(), GetFourWheelVehicle()->GetAbsOrigin() - vecForward * 200, 0,255,0, true, 0.1 );
}
if ( m_nNPCButtons & IN_MOVELEFT )
{
NDebugOverlay::Line( GetFourWheelVehicle()->GetAbsOrigin(), GetFourWheelVehicle()->GetAbsOrigin() - vecRight * 200 * -m_flTurnDegrees, 0,255,0, true, 0.1 );
}
if ( m_nNPCButtons & IN_MOVERIGHT )
{
NDebugOverlay::Line( GetFourWheelVehicle()->GetAbsOrigin(), GetFourWheelVehicle()->GetAbsOrigin() + vecRight * 200 * m_flTurnDegrees, 0,255,0, true, 0.1 );
}
if ( m_nNPCButtons & IN_JUMP )
{
NDebugOverlay::Box( GetFourWheelVehicle()->GetAbsOrigin(), -Vector(20,20,20), Vector(20,20,20), 0,255,0, true, 0.1 );
}
}
}
#endif
int buttonsChanged = m_nPrevNPCButtons ^ m_nNPCButtons;
int afButtonPressed = buttonsChanged & m_nNPCButtons; // The changed ones still down are "pressed"
int afButtonReleased = buttonsChanged & (~m_nNPCButtons); // The ones not down are "released"
CUserCmd fakeCmd;
fakeCmd.Reset();
fakeCmd.buttons = m_nNPCButtons;
fakeCmd.forwardmove += 200.0f * ( m_nNPCButtons & IN_FORWARD );
fakeCmd.forwardmove -= 200.0f * ( m_nNPCButtons & IN_BACK );
fakeCmd.sidemove -= 200.0f * ( m_nNPCButtons & IN_MOVELEFT );
fakeCmd.sidemove += 200.0f * ( m_nNPCButtons & IN_MOVERIGHT );
GetFourWheelVehicle()->DriveVehicle( gpGlobals->frametime, &fakeCmd, afButtonPressed, afButtonReleased );
m_nPrevNPCButtons = m_nNPCButtons;
// NPC's cheat by using analog steering.
GetFourWheelVehiclePhysics()->SetSteering( m_flTurnDegrees, 0 );
// Clear out attack buttons each frame
m_nNPCButtons &= ~IN_ATTACK;
m_nNPCButtons &= ~IN_ATTACK2;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : nWheelIndex -
// &vecPos -
//-----------------------------------------------------------------------------
bool CFourWheelServerVehicle::GetWheelContactPoint( int nWheelIndex, Vector &vecPos )
{
// Dig through a couple layers to get to our data
CFourWheelVehiclePhysics *pVehiclePhysics = GetFourWheelVehiclePhysics();
if ( pVehiclePhysics )
{
IPhysicsVehicleController *pVehicleController = pVehiclePhysics->GetVehicle();
if ( pVehicleController )
{
return pVehicleController->GetWheelContactPoint( nWheelIndex, &vecPos, NULL );
}
}
return false;
}