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2020-08-04 13:13:01 -04:00

350 lines
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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef VEHICLE_BASE_H
#define VEHICLE_BASE_H
#ifdef _WIN32
#pragma once
#endif
#include "entityblocker.h"
#include "fourwheelvehiclephysics.h"
#include "iservervehicle.h"
#include "phys_controller.h"
#include "props.h"
#include "vehicle_baseserver.h"
#include "vehicle_sounds.h"
#include "vehicle_viewblend_shared.h"
#include "vphysics/vehicles.h"
class CNPC_VehicleDriver;
class CFourWheelVehiclePhysics;
class CPropVehicleDriveable;
class CSoundPatch;
// the tires are considered to be skidding if they have sliding velocity of 10
// in/s or more
const float DEFAULT_SKID_THRESHOLD = 10.0f;
//-----------------------------------------------------------------------------
// Purpose: Four wheel physics vehicle server vehicle
//-----------------------------------------------------------------------------
class CFourWheelServerVehicle : public CBaseServerVehicle {
DECLARE_CLASS(CFourWheelServerVehicle, CBaseServerVehicle);
// IServerVehicle
public:
virtual ~CFourWheelServerVehicle(void) {}
CFourWheelServerVehicle(void);
virtual bool IsVehicleUpright(void);
virtual bool IsVehicleBodyInWater(void);
virtual void GetVehicleViewPosition(int nRole, Vector *pOrigin,
QAngle *pAngles, float *pFOV = NULL);
IPhysicsVehicleController *GetVehicleController();
const vehicleparams_t *GetVehicleParams(void);
const vehicle_controlparams_t *GetVehicleControlParams(void);
const vehicle_operatingparams_t *GetVehicleOperatingParams(void);
// NPC Driving
void NPC_SetDriver(CNPC_VehicleDriver *pDriver);
void NPC_DriveVehicle(void);
CPropVehicleDriveable *GetFourWheelVehicle(void);
bool GetWheelContactPoint(int nWheelIndex, Vector &vecPos);
public:
virtual void SetVehicle(CBaseEntity *pVehicle);
void InitViewSmoothing(const Vector &vecStartOrigin,
const QAngle &vecStartAngles);
bool IsPassengerEntering(void);
bool IsPassengerExiting(void);
DECLARE_SIMPLE_DATADESC();
private:
CFourWheelVehiclePhysics *GetFourWheelVehiclePhysics(void);
ViewSmoothingData_t m_ViewSmoothing;
};
//-----------------------------------------------------------------------------
// Purpose: Base class for four wheel physics vehicles
//-----------------------------------------------------------------------------
class CPropVehicle : public CBaseProp, public CDefaultPlayerPickupVPhysics {
DECLARE_CLASS(CPropVehicle, CBaseProp);
public:
CPropVehicle();
virtual ~CPropVehicle();
void SetVehicleType(unsigned int nVehicleType) {
m_nVehicleType = nVehicleType;
}
unsigned int GetVehicleType(void) { return m_nVehicleType; }
// CBaseEntity
void Spawn(void);
virtual int Restore(IRestore &restore);
void VPhysicsUpdate(IPhysicsObject *pPhysics);
void DrawDebugGeometryOverlays();
int DrawDebugTextOverlays();
void Teleport(const Vector *newPosition, const QAngle *newAngles,
const Vector *newVelocity);
virtual void Think(void);
CFourWheelVehiclePhysics *GetPhysics(void) { return &m_VehiclePhysics; }
CBasePlayer *HasPhysicsAttacker(float dt);
void OnPhysGunPickup(CBasePlayer *pPhysGunUser, PhysGunPickup_t reason);
Vector GetSmoothedVelocity(
void); // Save and update our smoothed velocity for prediction
virtual void DampenEyePosition(Vector &vecVehicleEyePos,
QAngle &vecVehicleEyeAngles) {}
// Inputs
void InputThrottle(inputdata_t &inputdata);
void InputSteering(inputdata_t &inputdata);
void InputAction(inputdata_t &inputdata);
void InputHandBrakeOn(inputdata_t &inputdata);
void InputHandBrakeOff(inputdata_t &inputdata);
DECLARE_DATADESC();
#ifdef HL2_EPISODIC
void AddPhysicsChild(CBaseEntity *pChild);
void RemovePhysicsChild(CBaseEntity *pChild);
#endif // HL2_EPISODIC
protected:
// engine sounds
void SoundInit();
void SoundShutdown();
void SoundUpdate(const vehicle_operatingparams_t &params,
const vehicleparams_t &vehicle);
void CalcWheelData(vehicleparams_t &vehicle);
void ResetControls();
// Upright strength of the controller (angular limit)
virtual float GetUprightStrength(void) { return 8.0f; }
virtual float GetUprightTime(void) { return 5.0f; }
protected:
CFourWheelVehiclePhysics m_VehiclePhysics;
unsigned int m_nVehicleType;
string_t m_vehicleScript;
#ifdef HL2_EPISODIC
CUtlVector<EHANDLE>
m_hPhysicsChildren; // List of entities who wish to get physics
// callbacks from the vehicle
#endif // HL2_EPISODIC
private:
Vector m_vecSmoothedVelocity;
CHandle<CBasePlayer> m_hPhysicsAttacker;
float m_flLastPhysicsInfluenceTime;
};
//=============================================================================
// NPC Passenger Carrier interface
class INPCPassengerCarrier {
public:
virtual bool NPC_CanEnterVehicle(CAI_BaseNPC *pPassenger,
bool bCompanion) = 0;
virtual bool NPC_CanExitVehicle(CAI_BaseNPC *pPassenger,
bool bCompanion) = 0;
virtual bool NPC_AddPassenger(CAI_BaseNPC *pPassenger, string_t strRoleName,
int nSeatID) = 0;
virtual bool NPC_RemovePassenger(CAI_BaseNPC *pPassenger) = 0;
virtual void NPC_FinishedEnterVehicle(CAI_BaseNPC *pPassenger,
bool bCompanion) = 0;
virtual void NPC_FinishedExitVehicle(CAI_BaseNPC *pPassenger,
bool bCompanion) = 0;
};
//-----------------------------------------------------------------------------
// Purpose: Drivable four wheel physics vehicles
//-----------------------------------------------------------------------------
class CPropVehicleDriveable : public CPropVehicle,
public IDrivableVehicle,
public INPCPassengerCarrier {
DECLARE_CLASS(CPropVehicleDriveable, CPropVehicle);
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
public:
CPropVehicleDriveable(void);
~CPropVehicleDriveable(void);
virtual void Precache(void);
virtual void Spawn(void);
virtual int Restore(IRestore &restore);
virtual void OnRestore();
virtual void CreateServerVehicle(void);
virtual int ObjectCaps(void) {
return BaseClass::ObjectCaps() | FCAP_IMPULSE_USE;
};
virtual void GetVectors(Vector *pForward, Vector *pRight,
Vector *pUp) const;
virtual void VehicleAngleVectors(const QAngle &angles, Vector *pForward,
Vector *pRight, Vector *pUp);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller,
USE_TYPE useType, float value);
virtual void Think(void);
virtual void TraceAttack(const CTakeDamageInfo &info, const Vector &vecDir,
trace_t *ptr, CDmgAccumulator *pAccumulator);
virtual void Event_KilledOther(CBaseEntity *pVictim,
const CTakeDamageInfo &info);
// Vehicle handling
virtual void VPhysicsCollision(int index, gamevcollisionevent_t *pEvent);
virtual int VPhysicsGetObjectList(IPhysicsObject **pList, int listMax);
// Inputs
void InputLock(inputdata_t &inputdata);
void InputUnlock(inputdata_t &inputdata);
void InputTurnOn(inputdata_t &inputdata);
void InputTurnOff(inputdata_t &inputdata);
// Locals
void ResetUseKey(CBasePlayer *pPlayer);
// Driving
void DriveVehicle(CBasePlayer *pPlayer,
CUserCmd *ucmd); // Player driving entrypoint
virtual void DriveVehicle(float flFrameTime, CUserCmd *ucmd,
int iButtonsDown,
int iButtonsReleased); // Driving Button handling
virtual bool IsOverturned(void);
virtual bool IsVehicleBodyInWater(void) { return false; }
// Engine handling
void StartEngine(void);
void StopEngine(void);
bool IsEngineOn(void);
// IDrivableVehicle
public:
virtual CBaseEntity *GetDriver(void);
virtual void ItemPostFrame(CBasePlayer *pPlayer) { return; }
virtual void SetupMove(CBasePlayer *player, CUserCmd *ucmd,
IMoveHelper *pHelper, CMoveData *move);
virtual void ProcessMovement(CBasePlayer *pPlayer, CMoveData *pMoveData) {
return;
}
virtual void FinishMove(CBasePlayer *player, CUserCmd *ucmd,
CMoveData *move) {
return;
}
virtual bool CanEnterVehicle(CBaseEntity *pEntity);
virtual bool CanExitVehicle(CBaseEntity *pEntity);
virtual void SetVehicleEntryAnim(bool bOn) { m_bEnterAnimOn = bOn; }
virtual void SetVehicleExitAnim(bool bOn, Vector vecEyeExitEndpoint) {
m_bExitAnimOn = bOn;
if (bOn) m_vecEyeExitEndpoint = vecEyeExitEndpoint;
}
virtual void EnterVehicle(CBaseCombatCharacter *pPassenger);
virtual bool AllowBlockedExit(CBaseCombatCharacter *pPassenger, int nRole) {
return true;
}
virtual bool AllowMidairExit(CBaseCombatCharacter *pPassenger, int nRole) {
return false;
}
virtual void PreExitVehicle(CBaseCombatCharacter *pPassenger, int nRole) {}
virtual void ExitVehicle(int nRole);
virtual string_t GetVehicleScriptName() { return m_vehicleScript; }
virtual bool PassengerShouldReceiveDamage(CTakeDamageInfo &info) {
return true;
}
// If this is a vehicle, returns the vehicle interface
virtual IServerVehicle *GetServerVehicle() { return m_pServerVehicle; }
protected:
virtual bool ShouldThink() { return (GetDriver() != NULL); }
inline bool HasGun();
void DestroyServerVehicle();
// Contained IServerVehicle
CFourWheelServerVehicle *m_pServerVehicle;
COutputEvent m_playerOn;
COutputEvent m_playerOff;
COutputEvent m_pressedAttack;
COutputEvent m_pressedAttack2;
COutputFloat m_attackaxis;
COutputFloat m_attack2axis;
CNetworkHandle(CBasePlayer, m_hPlayer);
public:
CNetworkVar(int, m_nSpeed);
CNetworkVar(int, m_nRPM);
CNetworkVar(float, m_flThrottle);
CNetworkVar(int, m_nBoostTimeLeft);
CNetworkVar(int, m_nHasBoost);
CNetworkVector(m_vecEyeExitEndpoint);
CNetworkVector(m_vecGunCrosshair);
CNetworkVar(bool, m_bUnableToFire);
CNetworkVar(bool, m_bHasGun);
CNetworkVar(bool, m_nScannerDisabledWeapons);
CNetworkVar(bool, m_nScannerDisabledVehicle);
// NPC Driver
CHandle<CNPC_VehicleDriver> m_hNPCDriver;
EHANDLE m_hKeepUpright;
// --------------------------------
// NPC Passengers
public:
virtual bool NPC_CanEnterVehicle(CAI_BaseNPC *pPassenger, bool bCompanion);
virtual bool NPC_CanExitVehicle(CAI_BaseNPC *pPassenger, bool bCompanion);
virtual bool NPC_AddPassenger(CAI_BaseNPC *pPassenger, string_t strRoleName,
int nSeatID);
virtual bool NPC_RemovePassenger(CAI_BaseNPC *pPassenger);
virtual void NPC_FinishedEnterVehicle(CAI_BaseNPC *pPassenger,
bool bCompanion) {}
virtual void NPC_FinishedExitVehicle(CAI_BaseNPC *pPassenger,
bool bCompanion) {}
// NPC Passengers
// --------------------------------
bool IsEnterAnimOn(void) { return m_bEnterAnimOn; }
bool IsExitAnimOn(void) { return m_bExitAnimOn; }
const Vector &GetEyeExitEndpoint(void) { return m_vecEyeExitEndpoint; }
protected:
// Entering / Exiting
bool m_bEngineLocked; // Mapmaker override on whether the vehicle's allowed
// to be turned on/off
bool m_bLocked;
float m_flMinimumSpeedToEnterExit;
CNetworkVar(bool, m_bEnterAnimOn);
CNetworkVar(bool, m_bExitAnimOn);
// Used to turn the keepupright off after a short time
float m_flTurnOffKeepUpright;
float m_flNoImpactDamageTime;
};
inline bool CPropVehicleDriveable::HasGun() { return m_bHasGun; }
#endif // VEHICLE_BASE_H