Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_prop_vehicle.h"
#include "hud.h"
#include <vgui_controls/Controls.h>
#include <Color.h>
#include "view.h"
#include "engine/IVDebugOverlay.h"
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#include "movevars_shared.h"
#include "iviewrender.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
int ScreenTransform( const Vector& point, Vector& screen );
extern ConVar default_fov;
extern ConVar joy_response_move_vehicle;
IMPLEMENT_CLIENTCLASS_DT(C_PropVehicleDriveable, DT_PropVehicleDriveable, CPropVehicleDriveable)
RecvPropEHandle( RECVINFO(m_hPlayer) ),
RecvPropInt( RECVINFO( m_nSpeed ) ),
RecvPropInt( RECVINFO( m_nRPM ) ),
RecvPropFloat( RECVINFO( m_flThrottle ) ),
RecvPropInt( RECVINFO( m_nBoostTimeLeft ) ),
RecvPropInt( RECVINFO( m_nHasBoost ) ),
RecvPropInt( RECVINFO( m_nScannerDisabledWeapons ) ),
RecvPropInt( RECVINFO( m_nScannerDisabledVehicle ) ),
RecvPropInt( RECVINFO( m_bEnterAnimOn ) ),
RecvPropInt( RECVINFO( m_bExitAnimOn ) ),
RecvPropInt( RECVINFO( m_bUnableToFire ) ),
RecvPropVector( RECVINFO( m_vecEyeExitEndpoint ) ),
RecvPropBool( RECVINFO( m_bHasGun ) ),
RecvPropVector( RECVINFO( m_vecGunCrosshair ) ),
END_RECV_TABLE()
BEGIN_DATADESC( C_PropVehicleDriveable )
DEFINE_EMBEDDED( m_ViewSmoothingData ),
END_DATADESC()
ConVar r_VehicleViewClamp( "r_VehicleViewClamp", "1", FCVAR_CHEAT );
#define ROLL_CURVE_ZERO 20 // roll less than this is clamped to zero
#define ROLL_CURVE_LINEAR 90 // 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
// spline in between
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
C_PropVehicleDriveable::C_PropVehicleDriveable() :
m_iv_vecGunCrosshair( "C_PropVehicleDriveable::m_iv_vecGunCrosshair" )
{
m_hPrevPlayer = NULL;
memset( &m_ViewSmoothingData, 0, sizeof( m_ViewSmoothingData ) );
m_ViewSmoothingData.pVehicle = this;
m_ViewSmoothingData.bClampEyeAngles = true;
m_ViewSmoothingData.bDampenEyePosition = true;
m_ViewSmoothingData.flPitchCurveZero = PITCH_CURVE_ZERO;
m_ViewSmoothingData.flPitchCurveLinear = PITCH_CURVE_LINEAR;
m_ViewSmoothingData.flRollCurveZero = ROLL_CURVE_ZERO;
m_ViewSmoothingData.flRollCurveLinear = ROLL_CURVE_LINEAR;
m_ViewSmoothingData.flFOV = m_flFOV = default_fov.GetFloat();
AddVar( &m_vecGunCrosshair, &m_iv_vecGunCrosshair, LATCH_SIMULATION_VAR );
}
//-----------------------------------------------------------------------------
// Purpose: De-constructor
//-----------------------------------------------------------------------------
C_PropVehicleDriveable::~C_PropVehicleDriveable()
{
}
//-----------------------------------------------------------------------------
// By default all driveable vehicles use the curve defined by the convar.
//-----------------------------------------------------------------------------
int C_PropVehicleDriveable::GetJoystickResponseCurve() const
{
return joy_response_move_vehicle.GetInt();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_BaseCombatCharacter *C_PropVehicleDriveable::GetPassenger( int nRole )
{
if ( nRole == VEHICLE_ROLE_DRIVER )
return m_hPlayer.Get();
return NULL;
}
//-----------------------------------------------------------------------------
// Returns the role of the passenger
//-----------------------------------------------------------------------------
int C_PropVehicleDriveable::GetPassengerRole( C_BaseCombatCharacter *pPassenger )
{
if ( m_hPlayer.Get() == pPassenger )
return VEHICLE_ROLE_DRIVER;
return VEHICLE_ROLE_NONE;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : updateType -
//-----------------------------------------------------------------------------
void C_PropVehicleDriveable::OnPreDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnPreDataChanged( updateType );
m_hPrevPlayer = m_hPlayer;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PropVehicleDriveable::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if ( m_hPlayer && !m_hPrevPlayer )
{
OnEnteredVehicle( m_hPlayer );
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
else if ( !m_hPlayer && m_hPrevPlayer )
{
// They have just exited the vehicle.
// Sometimes we never reach the end of our exit anim, such as if the
// animation doesn't have fadeout 0 specified in the QC, so we fail to
// catch it in VehicleViewSmoothing. Catch it here instead.
m_ViewSmoothingData.bWasRunningAnim = false;
SetNextClientThink( CLIENT_THINK_NEVER );
}
}
//-----------------------------------------------------------------------------
// Should this object cast render-to-texture shadows?
//-----------------------------------------------------------------------------
ShadowType_t C_PropVehicleDriveable::ShadowCastType()
{
CStudioHdr *pStudioHdr = GetModelPtr();
if ( !pStudioHdr )
return SHADOWS_NONE;
if ( IsEffectActive(EF_NODRAW | EF_NOSHADOW) )
return SHADOWS_NONE;
// Always use render-to-texture. We'll always the dirty bits in our think function
return SHADOWS_RENDER_TO_TEXTURE;
}
//-----------------------------------------------------------------------------
// Mark the shadow as dirty while the vehicle is being driven
//-----------------------------------------------------------------------------
void C_PropVehicleDriveable::ClientThink( void )
{
// The vehicle is always dirty owing to pose parameters while it's being driven.
g_pClientShadowMgr->MarkRenderToTextureShadowDirty( GetShadowHandle() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PropVehicleDriveable::DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles )
{
}
//-----------------------------------------------------------------------------
// Purpose: Modify the player view/camera while in a vehicle
//-----------------------------------------------------------------------------
void C_PropVehicleDriveable::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV /*=NULL*/ )
{
SharedVehicleViewSmoothing( m_hPlayer,
pAbsOrigin, pAbsAngles,
m_bEnterAnimOn, m_bExitAnimOn,
m_vecEyeExitEndpoint,
&m_ViewSmoothingData,
pFOV );
}
//-----------------------------------------------------------------------------
// Futzes with the clip planes
//-----------------------------------------------------------------------------
void C_PropVehicleDriveable::GetVehicleClipPlanes( float &flZNear, float &flZFar ) const
{
// FIXME: Need something a better long-term, this fixes the buggy.
flZNear = 6;
}
//-----------------------------------------------------------------------------
// Renders hud elements
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Simply used to return intensity value based upon current timer passed in
//-----------------------------------------------------------------------------
int GetFlashColorIntensity( int LowIntensity, int HighIntensity, bool Dimming, int Increment, int Timer )
{
if ( Dimming )
return ( HighIntensity - Timer * Increment );
else
return ( LowIntensity + Timer * Increment );
}
#define TRIANGULATED_CROSSHAIR 1
void C_PropVehicleDriveable::DrawHudElements( )
{
CHudTexture *pIcon;
int iIconX, iIconY;
if (m_bHasGun)
{
// draw crosshairs for vehicle gun
pIcon = HudIcons().GetIcon( "gunhair" );
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if ( pIcon != NULL )
{
float x, y;
Vector screen;
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x = ScreenWidth()/2;
y = ScreenHeight()/2;
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#if TRIANGULATED_CROSSHAIR
ScreenTransform( m_vecGunCrosshair, screen );
x += 0.5 * screen[0] * ScreenWidth() + 0.5;
y -= 0.5 * screen[1] * ScreenHeight() + 0.5;
#endif
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x -= pIcon->Width() / 2;
y -= pIcon->Height() / 2;
Color clr = ( m_bUnableToFire ) ? GetHud().m_clrCaution : GetHud().m_clrNormal;
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pIcon->DrawSelf( x, y, clr );
}
if ( m_nScannerDisabledWeapons )
{
// Draw icons for scanners "weps disabled"
pIcon = HudIcons().GetIcon( "dmg_bio" );
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if ( pIcon )
{
iIconY = 467 - pIcon->Height() / 2;
iIconX = 385;
if ( !m_bScannerWepIcon )
{
pIcon->DrawSelf( XRES(iIconX), YRES(iIconY), Color( 0, 0, 255, 255 ) );
m_bScannerWepIcon = true;
m_iScannerWepFlashTimer = 0;
m_bScannerWepDim = true;
}
else
{
pIcon->DrawSelf( XRES(iIconX), YRES(iIconY), Color( 0, 0, GetFlashColorIntensity(55, 255, m_bScannerWepDim, 10, m_iScannerWepFlashTimer), 255 ) );
m_iScannerWepFlashTimer++;
m_iScannerWepFlashTimer %= 20;
if(!m_iScannerWepFlashTimer)
m_bScannerWepDim ^= 1;
}
}
}
}
if ( m_nScannerDisabledVehicle )
{
// Draw icons for scanners "vehicle disabled"
pIcon = HudIcons().GetIcon( "dmg_bio" );
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if ( pIcon )
{
iIconY = 467 - pIcon->Height() / 2;
iIconX = 410;
if ( !m_bScannerVehicleIcon )
{
pIcon->DrawSelf( XRES(iIconX), YRES(iIconY), Color( 0, 0, 255, 255 ) );
m_bScannerVehicleIcon = true;
m_iScannerVehicleFlashTimer = 0;
m_bScannerVehicleDim = true;
}
else
{
pIcon->DrawSelf( XRES(iIconX), YRES(iIconY), Color( 0, 0, GetFlashColorIntensity(55, 255, m_bScannerVehicleDim, 10, m_iScannerVehicleFlashTimer), 255 ) );
m_iScannerVehicleFlashTimer++;
m_iScannerVehicleFlashTimer %= 20;
if(!m_iScannerVehicleFlashTimer)
m_bScannerVehicleDim ^= 1;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PropVehicleDriveable::RestrictView( float *pYawBounds, float *pPitchBounds,
float *pRollBounds, QAngle &vecViewAngles )
{
int eyeAttachmentIndex = LookupAttachment( "vehicle_driver_eyes" );
Vector vehicleEyeOrigin;
QAngle vehicleEyeAngles;
GetAttachmentLocal( eyeAttachmentIndex, vehicleEyeOrigin, vehicleEyeAngles );
// Limit the yaw.
if ( pYawBounds )
{
float flAngleDiff = AngleDiff( vecViewAngles.y, vehicleEyeAngles.y );
flAngleDiff = clamp( flAngleDiff, pYawBounds[0], pYawBounds[1] );
vecViewAngles.y = vehicleEyeAngles.y + flAngleDiff;
}
// Limit the pitch.
if ( pPitchBounds )
{
float flAngleDiff = AngleDiff( vecViewAngles.x, vehicleEyeAngles.x );
flAngleDiff = clamp( flAngleDiff, pPitchBounds[0], pPitchBounds[1] );
vecViewAngles.x = vehicleEyeAngles.x + flAngleDiff;
}
// Limit the roll.
if ( pRollBounds )
{
float flAngleDiff = AngleDiff( vecViewAngles.z, vehicleEyeAngles.z );
flAngleDiff = clamp( flAngleDiff, pRollBounds[0], pRollBounds[1] );
vecViewAngles.z = vehicleEyeAngles.z + flAngleDiff;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PropVehicleDriveable::UpdateViewAngles( C_BasePlayer *pLocalPlayer, CUserCmd *pCmd )
{
if ( r_VehicleViewClamp.GetInt() )
{
float pitchBounds[2] = { -85.0f, 25.0f };
RestrictView( NULL, pitchBounds, NULL, pCmd->viewangles );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PropVehicleDriveable::OnEnteredVehicle( C_BaseCombatCharacter *pPassenger )
{
}