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First version of the SOurce SDK 2013
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259
game/client/c_vehicle_choreo_generic.cpp
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259
game/client/c_vehicle_choreo_generic.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "hud.h"
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#include "c_props.h"
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#include "iclientvehicle.h"
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#include <vgui_controls/Controls.h>
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#include <Color.h>
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#include "vehicle_choreo_generic_shared.h"
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#include "vehicle_viewblend_shared.h"
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// NVNT haptic utils
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#include "haptics/haptic_utils.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern float RemapAngleRange( float startInterval, float endInterval, float value );
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#define ROLL_CURVE_ZERO 5 // roll less than this is clamped to zero
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#define ROLL_CURVE_LINEAR 45 // roll greater than this is copied out
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#define PITCH_CURVE_ZERO 10 // pitch less than this is clamped to zero
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#define PITCH_CURVE_LINEAR 45 // pitch greater than this is copied out
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// spline in between
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class C_PropVehicleChoreoGeneric : public C_DynamicProp, public IClientVehicle
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{
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DECLARE_CLASS( C_PropVehicleChoreoGeneric, C_DynamicProp );
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public:
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DECLARE_CLIENTCLASS();
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DECLARE_DATADESC();
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C_PropVehicleChoreoGeneric();
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void PreDataUpdate( DataUpdateType_t updateType );
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void PostDataUpdate( DataUpdateType_t updateType );
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public:
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// IClientVehicle overrides.
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virtual void GetVehicleViewPosition( int nRole, Vector *pOrigin, QAngle *pAngles, float *pFOV = NULL );
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virtual void GetVehicleFOV( float &flFOV )
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{
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flFOV = m_flFOV;
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}
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virtual void DrawHudElements();
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virtual bool IsPassengerUsingStandardWeapons( int nRole = VEHICLE_ROLE_DRIVER ) { return false; }
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virtual void UpdateViewAngles( C_BasePlayer *pLocalPlayer, CUserCmd *pCmd );
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virtual C_BaseCombatCharacter *GetPassenger( int nRole );
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virtual int GetPassengerRole( C_BaseCombatCharacter *pPassenger );
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virtual void GetVehicleClipPlanes( float &flZNear, float &flZFar ) const;
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virtual int GetPrimaryAmmoType() const { return -1; }
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virtual int GetPrimaryAmmoCount() const { return -1; }
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virtual int GetPrimaryAmmoClip() const { return -1; }
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virtual bool PrimaryAmmoUsesClips() const { return false; }
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virtual int GetJoystickResponseCurve() const { return 0; }
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public:
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// C_BaseEntity overrides.
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virtual IClientVehicle* GetClientVehicle() { return this; }
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virtual C_BaseEntity *GetVehicleEnt() { return this; }
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virtual void SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) {}
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virtual void ProcessMovement( C_BasePlayer *pPlayer, CMoveData *pMoveData ) {}
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virtual void FinishMove( C_BasePlayer *player, CUserCmd *ucmd, CMoveData *move ) {}
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virtual bool IsPredicted() const { return false; }
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virtual void ItemPostFrame( C_BasePlayer *pPlayer ) {}
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virtual bool IsSelfAnimating() { return false; };
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private:
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CHandle<C_BasePlayer> m_hPlayer;
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CHandle<C_BasePlayer> m_hPrevPlayer;
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bool m_bEnterAnimOn;
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bool m_bExitAnimOn;
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Vector m_vecEyeExitEndpoint;
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float m_flFOV; // The current FOV (changes during entry/exit anims).
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ViewSmoothingData_t m_ViewSmoothingData;
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vehicleview_t m_vehicleView;
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};
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IMPLEMENT_CLIENTCLASS_DT(C_PropVehicleChoreoGeneric, DT_PropVehicleChoreoGeneric, CPropVehicleChoreoGeneric)
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RecvPropEHandle( RECVINFO(m_hPlayer) ),
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RecvPropBool( RECVINFO( m_bEnterAnimOn ) ),
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RecvPropBool( RECVINFO( m_bExitAnimOn ) ),
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RecvPropVector( RECVINFO( m_vecEyeExitEndpoint ) ),
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RecvPropBool( RECVINFO( m_vehicleView.bClampEyeAngles ) ),
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RecvPropFloat( RECVINFO( m_vehicleView.flPitchCurveZero ) ),
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RecvPropFloat( RECVINFO( m_vehicleView.flPitchCurveLinear ) ),
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RecvPropFloat( RECVINFO( m_vehicleView.flRollCurveZero ) ),
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RecvPropFloat( RECVINFO( m_vehicleView.flRollCurveLinear ) ),
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RecvPropFloat( RECVINFO( m_vehicleView.flFOV ) ),
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RecvPropFloat( RECVINFO( m_vehicleView.flYawMin ) ),
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RecvPropFloat( RECVINFO( m_vehicleView.flYawMax ) ),
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RecvPropFloat( RECVINFO( m_vehicleView.flPitchMin ) ),
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RecvPropFloat( RECVINFO( m_vehicleView.flPitchMax ) ),
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END_RECV_TABLE()
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BEGIN_DATADESC( C_PropVehicleChoreoGeneric )
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DEFINE_EMBEDDED( m_ViewSmoothingData ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_PropVehicleChoreoGeneric::C_PropVehicleChoreoGeneric( void )
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{
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memset( &m_ViewSmoothingData, 0, sizeof( m_ViewSmoothingData ) );
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m_ViewSmoothingData.pVehicle = this;
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m_ViewSmoothingData.flPitchCurveZero = PITCH_CURVE_ZERO;
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m_ViewSmoothingData.flPitchCurveLinear = PITCH_CURVE_LINEAR;
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m_ViewSmoothingData.flRollCurveZero = ROLL_CURVE_ZERO;
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m_ViewSmoothingData.flRollCurveLinear = ROLL_CURVE_LINEAR;
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m_flFOV = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : updateType -
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//-----------------------------------------------------------------------------
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void C_PropVehicleChoreoGeneric::PreDataUpdate( DataUpdateType_t updateType )
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{
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BaseClass::PreDataUpdate( updateType );
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m_hPrevPlayer = m_hPlayer;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_PropVehicleChoreoGeneric::PostDataUpdate( DataUpdateType_t updateType )
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{
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BaseClass::PostDataUpdate( updateType );
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// NVNT if we have entered this vehicle notify the haptics system
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if ( m_hPlayer && !m_hPrevPlayer )
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{
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#if defined( WIN32 ) && !defined( _X360 )
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//They have just entered the vehicle.
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HapticsEnteredVehicle(this,m_hPlayer);
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#endif
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}
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if ( !m_hPlayer && m_hPrevPlayer )
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{
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#if defined( WIN32 ) && !defined( _X360 )
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// NVNT we have just exited this vehicle so we notify the haptics system
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HapticsExitedVehicle(this,m_hPrevPlayer);
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#endif
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// They have just exited the vehicle.
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// Sometimes we never reach the end of our exit anim, such as if the
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// animation doesn't have fadeout 0 specified in the QC, so we fail to
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// catch it in VehicleViewSmoothing. Catch it here instead.
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m_ViewSmoothingData.bWasRunningAnim = false;
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//There's no need to "smooth" the view when leaving the vehicle so just set this here so the stair code doesn't get confused.
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m_hPrevPlayer->SetOldPlayerZ( m_hPrevPlayer->GetLocalOrigin().z );
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}
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m_ViewSmoothingData.bClampEyeAngles = m_vehicleView.bClampEyeAngles;
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m_ViewSmoothingData.flFOV = m_vehicleView.flFOV;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_BaseCombatCharacter *C_PropVehicleChoreoGeneric::GetPassenger( int nRole )
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{
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if ( nRole == VEHICLE_ROLE_DRIVER )
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return m_hPlayer.Get();
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Returns the role of the passenger
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//-----------------------------------------------------------------------------
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int C_PropVehicleChoreoGeneric::GetPassengerRole( C_BaseCombatCharacter *pPassenger )
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{
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if ( m_hPlayer.Get() == pPassenger )
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return VEHICLE_ROLE_DRIVER;
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return VEHICLE_ROLE_NONE;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Modify the player view/camera while in a vehicle
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//-----------------------------------------------------------------------------
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void C_PropVehicleChoreoGeneric::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV /*=NULL*/ )
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{
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SharedVehicleViewSmoothing( m_hPlayer,
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pAbsOrigin, pAbsAngles,
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m_bEnterAnimOn, m_bExitAnimOn,
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m_vecEyeExitEndpoint,
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&m_ViewSmoothingData,
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pFOV );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pLocalPlayer -
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// pCmd -
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//-----------------------------------------------------------------------------
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void C_PropVehicleChoreoGeneric::UpdateViewAngles( C_BasePlayer *pLocalPlayer, CUserCmd *pCmd )
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{
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int eyeAttachmentIndex = LookupAttachment( "vehicle_driver_eyes" );
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Vector vehicleEyeOrigin;
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QAngle vehicleEyeAngles;
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GetAttachmentLocal( eyeAttachmentIndex, vehicleEyeOrigin, vehicleEyeAngles );
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// Limit the yaw.
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float flAngleDiff = AngleDiff( pCmd->viewangles.y, vehicleEyeAngles.y );
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flAngleDiff = clamp( flAngleDiff, (float) m_vehicleView.flYawMin, (float) m_vehicleView.flYawMax );
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pCmd->viewangles.y = vehicleEyeAngles.y + flAngleDiff;
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// Limit the pitch -- don't let them look down into the empty pod!
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flAngleDiff = AngleDiff( pCmd->viewangles.x, vehicleEyeAngles.x );
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flAngleDiff = clamp( flAngleDiff, (float) m_vehicleView.flPitchMin, (float) m_vehicleView.flPitchMax );
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pCmd->viewangles.x = vehicleEyeAngles.x + flAngleDiff;
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}
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//-----------------------------------------------------------------------------
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// Futzes with the clip planes
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//-----------------------------------------------------------------------------
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void C_PropVehicleChoreoGeneric::GetVehicleClipPlanes( float &flZNear, float &flZFar ) const
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{
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// Pod doesn't need to adjust the clip planes.
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//flZNear = 6;
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}
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//-----------------------------------------------------------------------------
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// Renders hud elements
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//-----------------------------------------------------------------------------
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void C_PropVehicleChoreoGeneric::DrawHudElements( )
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{
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}
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