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nekohook/modules/source2013/sdk/game/server/fourwheelvehiclephysics.h
2020-08-04 13:13:01 -04:00

223 lines
7.0 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A base class that deals with four-wheel vehicles
//
// $NoKeywords: $
//=============================================================================//
#ifndef FOUR_WHEEL_VEHICLE_PHYSICS_H
#define FOUR_WHEEL_VEHICLE_PHYSICS_H
#ifdef _WIN32
#pragma once
#endif
#include "datamap.h"
#include "vcollide_parse.h"
#include "vehicle_sounds.h"
#include "vphysics/vehicles.h"
// in/sec to miles/hour
#define INS2MPH_SCALE (3600 * (1 / 5280.0f) * (1 / 12.0f))
#define INS2MPH(x) ((x)*INS2MPH_SCALE)
#define MPH2INS(x) ((x) * (1 / INS2MPH_SCALE))
class CBaseAnimating;
class CFourWheelServerVehicle;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CFourWheelVehiclePhysics {
public:
DECLARE_DATADESC();
CFourWheelVehiclePhysics(CBaseAnimating *pOuter);
~CFourWheelVehiclePhysics();
// Call Precache + Spawn from the containing entity's Precache + Spawn
// methods
void Spawn();
void SetOuter(CBaseAnimating *pOuter,
CFourWheelServerVehicle *pServerVehicle);
// Initializes the vehicle physics so we can drive it
bool Initialize(const char *pScriptName, unsigned int nVehicleType);
void Teleport(matrix3x4_t &relativeTransform);
bool VPhysicsUpdate(IPhysicsObject *pPhysics);
bool Think();
void PlaceWheelDust(int wheelIndex, bool ignoreSpeed = false);
void DrawDebugGeometryOverlays();
int DrawDebugTextOverlays(int nOffset);
// Updates the controls based on user input
void UpdateDriverControls(CUserCmd *cmd, float flFrameTime);
// Various steering parameters
void SetThrottle(float flThrottle);
void SetMaxThrottle(float flMaxThrottle);
void SetMaxReverseThrottle(float flMaxThrottle);
void SetSteering(float flSteering, float flSteeringRate);
void SetSteeringDegrees(float flDegrees);
void SetAction(float flAction);
void TurnOn();
void TurnOff();
void ReleaseHandbrake();
void SetHandbrake(bool bBrake);
bool IsOn() const { return m_bIsOn; }
void ResetControls();
void SetBoost(float flBoost);
bool UpdateBooster(void);
void SetHasBrakePedal(bool bHasBrakePedal);
// Engine
void SetDisableEngine(bool bDisable);
bool IsEngineDisabled(void) { return m_pVehicle->IsEngineDisabled(); }
// Enable/Disable Motion
void EnableMotion(void);
void DisableMotion(void);
// Shared code to compute the vehicle view position
void GetVehicleViewPosition(const char *pViewAttachment,
float flPitchFactor, Vector *pAbsPosition,
QAngle *pAbsAngles);
IPhysicsObject *GetWheel(int iWheel) { return m_pWheels[iWheel]; }
int GetSpeed() const;
int GetMaxSpeed() const;
int GetRPM() const;
float GetThrottle() const;
bool HasBoost() const;
int BoostTimeLeft() const;
bool IsBoosting(void);
float GetHLSpeed() const;
float GetSteering() const;
float GetSteeringDegrees() const;
IPhysicsVehicleController *GetVehicle(void) { return m_pVehicle; }
float GetWheelBaseHeight(int wheelIndex) {
return m_wheelBaseHeight[wheelIndex];
}
float GetWheelTotalHeight(int wheelIndex) {
return m_wheelTotalHeight[wheelIndex];
}
IPhysicsVehicleController *GetVehicleController() { return m_pVehicle; }
const vehicleparams_t &GetVehicleParams(void) {
return m_pVehicle->GetVehicleParams();
}
const vehicle_controlparams_t &GetVehicleControls(void) {
return m_controls;
}
const vehicle_operatingparams_t &GetVehicleOperatingParams(void) {
return m_pVehicle->GetOperatingParams();
}
int VPhysicsGetObjectList(IPhysicsObject **pList, int listMax);
private:
// engine sounds
void CalcWheelData(vehicleparams_t &vehicle);
void SteeringRest(float carSpeed, const vehicleparams_t &vehicleData);
void SteeringTurn(float carSpeed, const vehicleparams_t &vehicleData,
bool bTurnLeft, bool bBrake, bool bThrottle);
void SteeringTurnAnalog(float carSpeed, const vehicleparams_t &vehicleData,
float sidemove);
// A couple wrapper methods to perform common operations
int LookupPoseParameter(const char *szName);
float GetPoseParameter(int iParameter);
float SetPoseParameter(int iParameter, float flValue);
bool GetAttachment(const char *szName, Vector &origin, QAngle &angles);
void InitializePoseParameters();
bool ParseVehicleScript(const char *pScriptName, solid_t &solid,
vehicleparams_t &vehicle);
private:
// This is the entity that contains this class
CHandle<CBaseAnimating> m_pOuter;
CFourWheelServerVehicle *m_pOuterServerVehicle;
vehicle_controlparams_t m_controls;
IPhysicsVehicleController *m_pVehicle;
// Vehicle state info
int m_nSpeed;
int m_nLastSpeed;
int m_nRPM;
float m_fLastBoost;
int m_nBoostTimeLeft;
int m_nHasBoost;
float m_maxThrottle;
float m_flMaxRevThrottle;
float m_flMaxSpeed;
float m_actionSpeed;
IPhysicsObject *m_pWheels[4];
int m_wheelCount;
Vector m_wheelPosition[4];
QAngle m_wheelRotation[4];
float m_wheelBaseHeight[4];
float m_wheelTotalHeight[4];
int m_poseParameters[12];
float m_actionValue;
float m_actionScale;
float m_debugRadius;
float m_throttleRate;
float m_throttleStartTime;
float m_throttleActiveTime;
float m_turboTimer;
float m_flVehicleVolume; // NPC driven vehicles used louder sounds
bool m_bIsOn;
bool m_bLastThrottle;
bool m_bLastBoost;
bool m_bLastSkid;
};
//-----------------------------------------------------------------------------
// Physics state..
//-----------------------------------------------------------------------------
inline int CFourWheelVehiclePhysics::GetSpeed() const { return m_nSpeed; }
inline int CFourWheelVehiclePhysics::GetMaxSpeed() const {
return INS2MPH(m_pVehicle->GetVehicleParams().engine.maxSpeed);
}
inline int CFourWheelVehiclePhysics::GetRPM() const { return m_nRPM; }
inline float CFourWheelVehiclePhysics::GetThrottle() const {
return m_controls.throttle;
}
inline bool CFourWheelVehiclePhysics::HasBoost() const {
return m_nHasBoost != 0;
}
inline int CFourWheelVehiclePhysics::BoostTimeLeft() const {
return m_nBoostTimeLeft;
}
inline void CFourWheelVehiclePhysics::SetOuter(
CBaseAnimating *pOuter, CFourWheelServerVehicle *pServerVehicle) {
m_pOuter = pOuter;
m_pOuterServerVehicle = pServerVehicle;
}
float RemapAngleRange(float startInterval, float endInterval, float value);
#define ROLL_CURVE_ZERO 5 // roll less than this is clamped to zero
#define ROLL_CURVE_LINEAR 45 // roll greater than this is copied out
#define PITCH_CURVE_ZERO 10 // pitch less than this is clamped to zero
#define PITCH_CURVE_LINEAR 45 // pitch greater than this is copied out
#endif // FOUR_WHEEL_VEHICLE_PHYSICS_H