Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "vehicle_base.h"
#include "engine/IEngineSound.h"
#include "in_buttons.h"
#include "soundenvelope.h"
#include "soundent.h"
#include "physics_saverestore.h"
#include "vphysics/constraints.h"
#include "vcollide_parse.h"
#include "ndebugoverlay.h"
#include "npc_vehicledriver.h"
#include "vehicle_crane.h"
#include "hl2_player.h"
#include "rumble_shared.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define VEHICLE_HITBOX_DRIVER 1
extern ConVar g_debug_vehicledriver;
// Crane spring constants
#define CRANE_SPRING_CONSTANT_HANGING 2e5f
#define CRANE_SPRING_CONSTANT_INITIAL_RAISING (CRANE_SPRING_CONSTANT_HANGING * 0.5)
#define CRANE_SPRING_CONSTANT_LOWERING 30.0f
#define CRANE_SPRING_DAMPING 2e5f
#define CRANE_SPRING_RELATIVE_DAMPING 2
// Crane bones that have physics followers
static const char *pCraneFollowerBoneNames[] =
{
"base",
"arm",
"platform",
};
// Crane tip
LINK_ENTITY_TO_CLASS( crane_tip, CCraneTip );
BEGIN_DATADESC( CCraneTip )
DEFINE_PHYSPTR( m_pSpring ),
END_DATADESC()
// Crane
LINK_ENTITY_TO_CLASS( prop_vehicle_crane, CPropCrane );
BEGIN_DATADESC( CPropCrane )
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Lock", InputLock ),
DEFINE_INPUTFUNC( FIELD_VOID, "Unlock", InputUnlock ),
DEFINE_INPUTFUNC( FIELD_VOID, "ForcePlayerIn", InputForcePlayerIn ),
// Keys
DEFINE_EMBEDDED( m_ServerVehicle ),
DEFINE_EMBEDDED( m_BoneFollowerManager ),
DEFINE_FIELD( m_hPlayer, FIELD_EHANDLE ),
DEFINE_FIELD( m_bMagnetOn, FIELD_BOOLEAN ),
DEFINE_FIELD( m_hNPCDriver, FIELD_EHANDLE ),
DEFINE_FIELD( m_nNPCButtons, FIELD_INTEGER ),
DEFINE_FIELD( m_bLocked, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bEnterAnimOn, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bExitAnimOn, FIELD_BOOLEAN ),
DEFINE_FIELD( m_vecEyeExitEndpoint, FIELD_POSITION_VECTOR ),
DEFINE_OUTPUT( m_playerOn, "PlayerOn" ),
DEFINE_OUTPUT( m_playerOff, "PlayerOff" ),
DEFINE_FIELD( m_iTurning, FIELD_INTEGER ),
DEFINE_FIELD( m_bStartSoundAtCrossover, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flTurn, FIELD_FLOAT ),
DEFINE_FIELD( m_bExtending, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flExtension, FIELD_FLOAT ),
DEFINE_FIELD( m_flExtensionRate, FIELD_FLOAT ),
DEFINE_FIELD( m_bDropping, FIELD_BOOLEAN ),
//DEFINE_FIELD( m_flNextDangerSoundTime, FIELD_TIME ),
//DEFINE_FIELD( m_flNextCreakSound, FIELD_TIME ),
DEFINE_FIELD( m_flNextDropAllowedTime, FIELD_TIME ),
DEFINE_FIELD( m_flSlowRaiseTime, FIELD_TIME ),
DEFINE_FIELD( m_flMaxExtensionSpeed, FIELD_FLOAT ),
DEFINE_FIELD( m_flMaxTurnSpeed, FIELD_FLOAT ),
DEFINE_FIELD( m_flExtensionAccel, FIELD_FLOAT ),
DEFINE_FIELD( m_flExtensionDecel, FIELD_FLOAT ),
DEFINE_FIELD( m_flTurnAccel, FIELD_FLOAT ),
DEFINE_FIELD( m_flTurnDecel, FIELD_FLOAT ),
DEFINE_KEYFIELD( m_iszMagnetName, FIELD_STRING, "magnetname" ),
DEFINE_FIELD( m_hCraneMagnet, FIELD_EHANDLE ),
DEFINE_FIELD( m_hCraneTip, FIELD_EHANDLE ),
DEFINE_FIELD( m_hRope, FIELD_EHANDLE ),
DEFINE_PHYSPTR( m_pConstraintGroup ),
DEFINE_KEYFIELD( m_vehicleScript, FIELD_STRING, "vehiclescript" ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST(CPropCrane, DT_PropCrane)
SendPropEHandle(SENDINFO(m_hPlayer)),
SendPropBool(SENDINFO(m_bMagnetOn)),
SendPropBool(SENDINFO(m_bEnterAnimOn)),
SendPropBool(SENDINFO(m_bExitAnimOn)),
SendPropVector(SENDINFO(m_vecEyeExitEndpoint), -1, SPROP_COORD),
END_SEND_TABLE();
//------------------------------------------------
// Precache
//------------------------------------------------
void CPropCrane::Precache( void )
{
BaseClass::Precache();
m_ServerVehicle.Initialize( STRING(m_vehicleScript) );
}
//------------------------------------------------
// Spawn
//------------------------------------------------
void CPropCrane::Spawn( void )
{
Precache();
SetModel( STRING( GetModelName() ) );
SetCollisionGroup( COLLISION_GROUP_VEHICLE );
BaseClass::Spawn();
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_SOLID );
SetMoveType( MOVETYPE_NOCLIP );
m_takedamage = DAMAGE_EVENTS_ONLY;
m_flTurn = 0;
m_flExtension = 0;
m_flNextDangerSoundTime = 0;
m_flNextCreakSound = 0;
m_flNextDropAllowedTime = 0;
m_flSlowRaiseTime = 0;
m_bDropping = false;
m_bMagnetOn = false;
InitCraneSpeeds();
SetPoseParameter( "armextensionpose", m_flExtension );
CreateVPhysics();
SetNextThink( gpGlobals->curtime );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropCrane::Activate( void )
{
BaseClass::Activate();
// If we load a game, we don't need to set this all up again.
if ( m_hCraneMagnet )
return;
// Find our magnet
if ( m_iszMagnetName == NULL_STRING )
{
Warning( "prop_vehicle_crane %s has no magnet entity specified!\n", STRING(GetEntityName()) );
UTIL_Remove( this );
return;
}
m_hCraneMagnet = dynamic_cast<CPhysMagnet *>(gEntList.FindEntityByName( NULL, STRING(m_iszMagnetName) ));
if ( !m_hCraneMagnet )
{
Warning( "prop_vehicle_crane %s failed to find magnet %s.\n", STRING(GetEntityName()), STRING(m_iszMagnetName) );
UTIL_Remove( this );
return;
}
// We want the magnet to cast a long shadow
m_hCraneMagnet->SetShadowCastDistance( 2048 );
// Create our constraint group
constraint_groupparams_t group;
group.Defaults();
m_pConstraintGroup = physenv->CreateConstraintGroup( group );
m_hCraneMagnet->SetConstraintGroup( m_pConstraintGroup );
// Create our crane tip
Vector vecOrigin;
QAngle vecAngles;
GetCraneTipPosition( &vecOrigin, &vecAngles );
m_hCraneTip = CCraneTip::Create( m_hCraneMagnet, m_pConstraintGroup, vecOrigin, vecAngles );
if ( !m_hCraneTip )
{
UTIL_Remove( this );
return;
}
m_pConstraintGroup->Activate();
// Make a rope to connect 'em
int iIndex = m_hCraneMagnet->LookupAttachment("magnetcable_a");
m_hRope = CRopeKeyframe::Create( this, m_hCraneMagnet, 1, iIndex );
if ( m_hRope )
{
m_hRope->m_Width = 3;
m_hRope->m_nSegments = ROPE_MAX_SEGMENTS / 2;
m_hRope->EnableWind( false );
m_hRope->SetupHangDistance( 0 );
m_hRope->m_RopeLength = (m_hCraneMagnet->GetAbsOrigin() - m_hCraneTip->GetAbsOrigin()).Length() * 1.1;
}
// Start with the magnet off
TurnMagnetOff();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CPropCrane::CreateVPhysics( void )
{
BaseClass::CreateVPhysics();
m_BoneFollowerManager.InitBoneFollowers( this, ARRAYSIZE(pCraneFollowerBoneNames), pCraneFollowerBoneNames );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropCrane::UpdateOnRemove( void )
{
m_BoneFollowerManager.DestroyBoneFollowers();
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropCrane::InitCraneSpeeds( void )
{
m_flMaxExtensionSpeed = CRANE_EXTENSION_RATE_MAX * 2;
m_flMaxTurnSpeed = CRANE_TURN_RATE_MAX * 2;
m_flExtensionAccel = CRANE_EXTENSION_ACCEL * 2;
m_flExtensionDecel = CRANE_EXTENSION_DECEL * 2;
m_flTurnAccel = CRANE_TURN_ACCEL * 2;
m_flTurnDecel = CRANE_DECEL * 2;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropCrane::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
if ( ptr->hitbox == VEHICLE_HITBOX_DRIVER )
{
if ( m_hPlayer != NULL )
{
m_hPlayer->TakeDamage( info );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CPropCrane::OnTakeDamage( const CTakeDamageInfo &inputInfo )
{
//Do scaled up physics damage to the car
CTakeDamageInfo info = inputInfo;
info.ScaleDamage( 25 );
// reset the damage
info.SetDamage( inputInfo.GetDamage() );
//Check to do damage to driver
if ( m_hPlayer != NULL )
{
//Take no damage from physics damages
if ( info.GetDamageType() & DMG_CRUSH )
return 0;
//Take the damage
m_hPlayer->TakeDamage( info );
}
return 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Vector CPropCrane::BodyTarget( const Vector &posSrc, bool bNoisy )
{
Vector shotPos;
matrix3x4_t matrix;
int eyeAttachmentIndex = LookupAttachment("vehicle_driver_eyes");
GetAttachment( eyeAttachmentIndex, matrix );
MatrixGetColumn( matrix, 3, shotPos );
if ( bNoisy )
{
shotPos[0] += random->RandomFloat( -8.0f, 8.0f );
shotPos[1] += random->RandomFloat( -8.0f, 8.0f );
shotPos[2] += random->RandomFloat( -8.0f, 8.0f );
}
return shotPos;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropCrane::Think(void)
{
SetNextThink( gpGlobals->curtime + 0.1 );
if ( GetDriver() )
{
BaseClass::Think();
if ( m_hNPCDriver )
{
GetServerVehicle()->NPC_DriveVehicle();
}
// play enter animation
StudioFrameAdvance();
// If the enter or exit animation has finished, tell the server vehicle
if ( IsSequenceFinished() && (m_bExitAnimOn || m_bEnterAnimOn) )
{
if ( m_bEnterAnimOn )
{
// Finished entering, display the hint for using the crane
UTIL_HudHintText( m_hPlayer, "#Valve_Hint_CraneKeys" );
}
GetServerVehicle()->HandleEntryExitFinish( m_bExitAnimOn, true );
}
}
else
{
// Run the crane's movement
RunCraneMovement( 0.1 );
}
// Update follower bones
m_BoneFollowerManager.UpdateBoneFollowers(this);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *player -
//-----------------------------------------------------------------------------
void CPropCrane::ItemPostFrame( CBasePlayer *player )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropCrane::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
CBasePlayer *pPlayer = ToBasePlayer( pActivator );
if ( !pPlayer )
return;
ResetUseKey( pPlayer );
GetServerVehicle()->HandlePassengerEntry( pPlayer, (value>0) );
}
//-----------------------------------------------------------------------------
// Purpose: Return true of the player's allowed to enter / exit the vehicle
//-----------------------------------------------------------------------------
bool CPropCrane::CanEnterVehicle( CBaseEntity *pEntity )
{
// Prevent entering if the vehicle's being driven by an NPC
if ( GetDriver() && GetDriver() != pEntity )
return false;
// Prevent entering if the vehicle's locked
return ( !m_bLocked );
}
//-----------------------------------------------------------------------------
// Purpose: Return true of the player's allowed to enter / exit the vehicle
//-----------------------------------------------------------------------------
bool CPropCrane::CanExitVehicle( CBaseEntity *pEntity )
{
// Prevent exiting if the vehicle's locked, or rotating
// Adrian: Check also if I'm currently jumping in or out.
return ( !m_bLocked && (GetLocalAngularVelocity() == vec3_angle) && m_bExitAnimOn == false && m_bEnterAnimOn == false );
}
//-----------------------------------------------------------------------------
// Purpose: Override base class to add display
//-----------------------------------------------------------------------------
void CPropCrane::DrawDebugGeometryOverlays(void)
{
// Draw if BBOX is on
if ( m_debugOverlays & OVERLAY_BBOX_BIT )
{
Vector vecPoint = m_hCraneMagnet->GetAbsOrigin();
int iIndex = m_hCraneMagnet->LookupAttachment("magnetcable_a");
if ( iIndex >= 0 )
{
m_hCraneMagnet->GetAttachment( iIndex, vecPoint );
}
NDebugOverlay::Line( m_hCraneTip->GetAbsOrigin(), vecPoint, 255,255,255, true, 0.1 );
}
BaseClass::DrawDebugGeometryOverlays();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropCrane::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 );
m_hPlayer->RumbleEffect( RUMBLE_FLAT_BOTH, 0, RUMBLE_FLAG_LOOP );
m_hPlayer->RumbleEffect( RUMBLE_FLAT_BOTH, 10, RUMBLE_FLAG_UPDATE_SCALE );
m_ServerVehicle.SoundStart();
}
else
{
// NPCs not yet supported - jdw
Assert( 0 );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropCrane::ExitVehicle( int nRole )
{
CBasePlayer *pPlayer = m_hPlayer;
if ( !pPlayer )
return;
m_hPlayer = NULL;
ResetUseKey( pPlayer );
m_playerOff.FireOutput( pPlayer, this, 0 );
m_bEnterAnimOn = false;
m_ServerVehicle.SoundShutdown( 1.0 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropCrane::ResetUseKey( CBasePlayer *pPlayer )
{
pPlayer->m_afButtonPressed &= ~IN_USE;
}
//-----------------------------------------------------------------------------
// Purpose: Pass player movement into the crane's driving system
//-----------------------------------------------------------------------------
void CPropCrane::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
{
// If the player's entering/exiting the vehicle, prevent movement
if ( !m_bEnterAnimOn && !m_bExitAnimOn )
{
int buttons = ucmd->buttons;
if ( !(buttons & (IN_MOVELEFT|IN_MOVERIGHT)) )
{
if ( ucmd->sidemove < 0 )
{
buttons |= IN_MOVELEFT;
}
else if ( ucmd->sidemove > 0 )
{
buttons |= IN_MOVERIGHT;
}
}
DriveCrane( buttons, player->m_afButtonPressed );
}
// Run the crane's movement
RunCraneMovement( gpGlobals->frametime );
}
//-----------------------------------------------------------------------------
// Purpose: Crane rotates around with +left and +right, and extends/retracts
// the cable with +forward and +back.
//-----------------------------------------------------------------------------
void CPropCrane::DriveCrane( int iDriverButtons, int iButtonsPressed, float flNPCSteering )
{
bool bWasExtending = m_bExtending;
// Handle rotation of the crane
if ( iDriverButtons & IN_MOVELEFT )
{
// NPCs may cheat and set the steering
if ( flNPCSteering )
{
m_flTurn = flNPCSteering;
}
else
{
// Try adding some randomness to make it feel shaky?
float flTurnAdd = m_flTurnAccel;
// If we're turning back on ourselves, use decel speed
if ( m_flTurn < 0 )
{
flTurnAdd = MAX( flTurnAdd, m_flTurnDecel );
}
m_flTurn = UTIL_Approach( m_flMaxTurnSpeed, m_flTurn, flTurnAdd * gpGlobals->frametime );
}
m_iTurning = TURNING_LEFT;
}
else if ( iDriverButtons & IN_MOVERIGHT )
{
// NPCs may cheat and set the steering
if ( flNPCSteering )
{
m_flTurn = flNPCSteering;
}
else
{
// Try adding some randomness to make it feel shaky?
float flTurnAdd = m_flTurnAccel;
// If we're turning back on ourselves, increase the rate
if ( m_flTurn > 0 )
{
flTurnAdd = MAX( flTurnAdd, m_flTurnDecel );
}
m_flTurn = UTIL_Approach( -m_flMaxTurnSpeed, m_flTurn, flTurnAdd * gpGlobals->frametime );
}
m_iTurning = TURNING_RIGHT;
}
else
{
m_flTurn = UTIL_Approach( 0, m_flTurn, m_flTurnDecel * gpGlobals->frametime );
m_iTurning = TURNING_NOT;
}
if ( m_hPlayer )
{
float maxTurn = GetMaxTurnRate();
static float maxRumble = 0.35f;
static float minRumble = 0.1f;
float rumbleRange = maxRumble - minRumble;
float rumble;
float factor = fabs(m_flTurn) / maxTurn;
factor = MIN( factor, 1.0f );
rumble = minRumble + (rumbleRange * factor);
m_hPlayer->RumbleEffect( RUMBLE_FLAT_BOTH, (int)(rumble * 100), RUMBLE_FLAG_UPDATE_SCALE );
}
SetLocalAngularVelocity( QAngle(0,m_flTurn * 10,0) );
// Handle extension / retraction of the arm
if ( iDriverButtons & IN_FORWARD )
{
m_flExtensionRate = UTIL_Approach( m_flMaxExtensionSpeed, m_flExtensionRate, m_flExtensionAccel * gpGlobals->frametime );
m_bExtending = true;
}
else if ( iDriverButtons & IN_BACK )
{
m_flExtensionRate = UTIL_Approach( -m_flMaxExtensionSpeed, m_flExtensionRate, m_flExtensionAccel * gpGlobals->frametime );
m_bExtending = true;
}
else
{
m_flExtensionRate = UTIL_Approach( 0, m_flExtensionRate, m_flExtensionDecel * gpGlobals->frametime );
m_bExtending = false;
}
//Msg("Turn: %f\nExtensionRate: %f\n", m_flTurn, m_flExtensionRate );
//If we're holding down an attack button, update our state
if ( iButtonsPressed & (IN_ATTACK | IN_ATTACK2) )
{
// If we have something on the magnet, turn the magnet off
if ( m_hCraneMagnet->GetTotalMassAttachedObjects() )
{
TurnMagnetOff();
}
else if ( !m_bDropping && m_flNextDropAllowedTime < gpGlobals->curtime )
{
TurnMagnetOn();
// Drop the magnet till it hits something
m_bDropping = true;
m_hCraneMagnet->ResetHasHitSomething();
m_hCraneTip->m_pSpring->SetSpringConstant( CRANE_SPRING_CONSTANT_LOWERING );
m_ServerVehicle.PlaySound( VS_MISC1 );
}
}
float flSpeedPercentage = clamp( fabs(m_flTurn) / m_flMaxTurnSpeed, 0, 1 );
vbs_sound_update_t params;
params.Defaults();
params.bThrottleDown = (m_iTurning != TURNING_NOT);
params.flCurrentSpeedFraction = flSpeedPercentage;
params.flWorldSpaceSpeed = 0;
m_ServerVehicle.SoundUpdate( params );
// Play sounds for arm extension / retraction
if ( m_bExtending && !bWasExtending )
{
m_ServerVehicle.StopSound( VS_ENGINE2_STOP );
m_ServerVehicle.PlaySound( VS_ENGINE2_START );
}
else if ( !m_bExtending && bWasExtending )
{
m_ServerVehicle.StopSound( VS_ENGINE2_START );
m_ServerVehicle.PlaySound( VS_ENGINE2_STOP );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropCrane::RecalculateCraneTip( void )
{
Vector vecOrigin;
QAngle vecAngles;
GetCraneTipPosition( &vecOrigin, &vecAngles );
m_hCraneTip->SetAbsOrigin( vecOrigin );
// NOTE: We need to do this because we're not using Physics...
if ( m_hCraneTip->VPhysicsGetObject() )
{
m_hCraneTip->VPhysicsGetObject()->UpdateShadow( vecOrigin, vec3_angle, true, TICK_INTERVAL * 2.0f );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer -
// *pMoveData -
//-----------------------------------------------------------------------------
void CPropCrane::RunCraneMovement( float flTime )
{
if ( m_flExtensionRate )
{
// Extend / Retract the crane
m_flExtension = clamp( m_flExtension + (m_flExtensionRate * 10 * flTime), 0, 2 );
SetPoseParameter( "armextensionpose", m_flExtension );
StudioFrameAdvance();
}
// Drop the magnet until it hits the ground
if ( m_bDropping )
{
// Drop until the magnet hits something
if ( m_hCraneMagnet->HasHitSomething() )
{
// We hit the ground, stop dropping
m_hCraneTip->m_pSpring->SetSpringConstant( CRANE_SPRING_CONSTANT_INITIAL_RAISING );
m_bDropping = false;
m_flNextDropAllowedTime = gpGlobals->curtime + 3.0;
m_flSlowRaiseTime = gpGlobals->curtime;
m_ServerVehicle.PlaySound( VS_MISC2 );
}
}
else if ( (m_flSlowRaiseTime + CRANE_SLOWRAISE_TIME) > gpGlobals->curtime )
{
float flDelta = (gpGlobals->curtime - m_flSlowRaiseTime);
flDelta = clamp( flDelta, 0, CRANE_SLOWRAISE_TIME );
float flCurrentSpringConstant = RemapVal( flDelta, 0, CRANE_SLOWRAISE_TIME, CRANE_SPRING_CONSTANT_INITIAL_RAISING, CRANE_SPRING_CONSTANT_HANGING );
m_hCraneTip->m_pSpring->SetSpringConstant( flCurrentSpringConstant );
}
// If we've moved in any way, update the tip
if ( m_bDropping || m_flExtensionRate || GetLocalAngularVelocity() != vec3_angle )
{
RecalculateCraneTip();
}
// Make danger sounds underneath the magnet if we have something attached to it
/*
if ( (m_flNextDangerSoundTime < gpGlobals->curtime) && (m_hCraneMagnet->GetTotalMassAttachedObjects() > 0) )
{
// Trace down from the magnet and make a danger sound on the ground
trace_t tr;
Vector vecSource = m_hCraneMagnet->GetAbsOrigin();
UTIL_TraceLine( vecSource, vecSource - Vector(0,0,2048), MASK_SOLID_BRUSHONLY, m_hCraneMagnet, 0, &tr );
if ( tr.fraction < 1.0 )
{
// Make the volume proportional to the amount of mass on the magnet
float flVolume = clamp( (m_hCraneMagnet->GetTotalMassAttachedObjects() * 0.5), 100.f, 600.f );
CSoundEnt::InsertSound( SOUND_DANGER, tr.endpos, flVolume, 0.2, this );
//Msg("Total: %.2f Volume: %.2f\n", m_hCraneMagnet->GetTotalMassAttachedObjects(), flVolume );
//Vector vecVolume = Vector(flVolume,flVolume,flVolume) * 0.5;
//NDebugOverlay::Box( tr.endpos, -vecVolume, vecVolume, 255,0,0, false, 0.3 );
//NDebugOverlay::Cross3D( tr.endpos, -Vector(10,10,10), Vector(10,10,10), 255,0,0, false, 0.3 );
}
m_flNextDangerSoundTime = gpGlobals->curtime + 0.3;
}
*/
// Play creak sounds on the magnet if there's heavy weight on it
if ( (m_flNextCreakSound < gpGlobals->curtime) && (m_hCraneMagnet->GetTotalMassAttachedObjects() > 100) )
{
// Randomly play creaks from the magnet, and increase the chance based on the turning speed
float flSpeedPercentage = clamp( fabs(m_flTurn) / m_flMaxTurnSpeed, 0, 1 );
if ( RandomFloat(0,1) > (0.95 - (0.1 * flSpeedPercentage)) )
{
if ( m_ServerVehicle.m_vehicleSounds.iszSound[VS_MISC4] != NULL_STRING )
{
CPASAttenuationFilter filter( m_hCraneMagnet );
EmitSound_t ep;
ep.m_nChannel = CHAN_VOICE;
ep.m_pSoundName = STRING(m_ServerVehicle.m_vehicleSounds.iszSound[VS_MISC4]);
ep.m_flVolume = 1.0f;
ep.m_SoundLevel = SNDLVL_NORM;
CBaseEntity::EmitSound( filter, m_hCraneMagnet->entindex(), ep );
}
m_flNextCreakSound = gpGlobals->curtime + 5.0;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropCrane::TurnMagnetOn( void )
{
if ( !m_hCraneMagnet->IsOn() )
{
variant_t emptyVariant;
m_hCraneMagnet->AcceptInput( "Toggle", this, this, emptyVariant, USE_TOGGLE );
m_ServerVehicle.PlaySound( VS_MISC3 );
m_bMagnetOn = true;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropCrane::TurnMagnetOff( void )
{
if ( m_hCraneMagnet->IsOn() )
{
variant_t emptyVariant;
m_hCraneMagnet->AcceptInput( "Toggle", this, this, emptyVariant, USE_TOGGLE );
m_ServerVehicle.PlaySound( VS_MISC3 );
m_bMagnetOn = false;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const Vector &CPropCrane::GetCraneTipPosition( void )
{
return m_hCraneTip->GetAbsOrigin();
}
//-----------------------------------------------------------------------------
// Purpose: Fills out the values with the desired position of the crane's tip
//-----------------------------------------------------------------------------
void CPropCrane::GetCraneTipPosition( Vector *vecOrigin, QAngle *vecAngles )
{
GetAttachment( "cable_tip", *vecOrigin, *vecAngles );
}
//-----------------------------------------------------------------------------
// Purpose: Vehicles are permanently oriented off angle for vphysics.
//-----------------------------------------------------------------------------
void CPropCrane::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:
//-----------------------------------------------------------------------------
CBaseEntity *CPropCrane::GetDriver( void )
{
if ( m_hNPCDriver )
return m_hNPCDriver;
return m_hPlayer;
}
//-----------------------------------------------------------------------------
// Purpose: Prevent the player from entering / exiting the vehicle
//-----------------------------------------------------------------------------
void CPropCrane::InputLock( inputdata_t &inputdata )
{
m_bLocked = true;
}
//-----------------------------------------------------------------------------
// Purpose: Allow the player to enter / exit the vehicle
//-----------------------------------------------------------------------------
void CPropCrane::InputUnlock( inputdata_t &inputdata )
{
m_bLocked = false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CPropCrane::InputForcePlayerIn( inputdata_t &inputdata )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 );
if ( pPlayer && !m_hPlayer )
{
GetServerVehicle()->HandlePassengerEntry( pPlayer, 0 );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropCrane::SetNPCDriver( CNPC_VehicleDriver *pDriver )
{
m_hNPCDriver = pDriver;
m_nNPCButtons = 0;
if ( pDriver )
{
m_flMaxExtensionSpeed = CRANE_EXTENSION_RATE_MAX * 1.5;
m_flMaxTurnSpeed = CRANE_TURN_RATE_MAX * 1.5;
m_flExtensionAccel = CRANE_EXTENSION_ACCEL * 2;
m_flExtensionDecel = CRANE_EXTENSION_DECEL * 20; // Npcs stop quickly to make them more accurate
m_flTurnAccel = CRANE_TURN_ACCEL * 2;
m_flTurnDecel = CRANE_DECEL * 10; // Npcs stop quickly to make them more accurate
// Set our owner entity to be the NPC, so it can path check without hitting us
SetOwnerEntity( pDriver );
}
else
{
// Restore player crane speeds
InitCraneSpeeds();
SetOwnerEntity( NULL );
// Shutdown the crane's sounds
m_ServerVehicle.SoundShutdown( 1.0 );
}
}
//-----------------------------------------------------------------------------
// Purpose: Allows us to turn off the rumble
//-----------------------------------------------------------------------------
void CPropCrane::PreExitVehicle( CBaseCombatCharacter *pPlayer, int nRole )
{
if ( pPlayer != m_hPlayer )
return;
if ( m_hPlayer != NULL )
{
// Stop rumbles
m_hPlayer->RumbleEffect( RUMBLE_FLAT_BOTH, 0, RUMBLE_FLAG_STOP );
}
}
//========================================================================================================================================
// CRANE VEHICLE SERVER VEHICLE
//========================================================================================================================================
CPropCrane *CCraneServerVehicle::GetCrane( void )
{
return (CPropCrane*)GetDrivableVehicle();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCraneServerVehicle::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV /*= NULL*/ )
{
// FIXME: This needs to be reconciled with the other versions of this function!
Assert( nRole == VEHICLE_ROLE_DRIVER );
CBasePlayer *pPlayer = ToBasePlayer( GetDrivableVehicle()->GetDriver() );
Assert( pPlayer );
*pAbsAngles = pPlayer->EyeAngles(); // yuck. this is an in/out parameter.
float flPitchFactor = 1.0;
matrix3x4_t vehicleEyePosToWorld;
Vector vehicleEyeOrigin;
QAngle vehicleEyeAngles;
GetCrane()->GetAttachment( "vehicle_driver_eyes", vehicleEyeOrigin, vehicleEyeAngles );
AngleMatrix( vehicleEyeAngles, vehicleEyePosToWorld );
// Compute the relative rotation between the unperterbed eye attachment + the eye angles
matrix3x4_t cameraToWorld;
AngleMatrix( *pAbsAngles, cameraToWorld );
matrix3x4_t worldToEyePos;
MatrixInvert( vehicleEyePosToWorld, worldToEyePos );
matrix3x4_t vehicleCameraToEyePos;
ConcatTransforms( worldToEyePos, cameraToWorld, vehicleCameraToEyePos );
// Now perterb the attachment point
vehicleEyeAngles.x = RemapAngleRange( PITCH_CURVE_ZERO * flPitchFactor, PITCH_CURVE_LINEAR, vehicleEyeAngles.x );
vehicleEyeAngles.z = RemapAngleRange( ROLL_CURVE_ZERO * flPitchFactor, ROLL_CURVE_LINEAR, vehicleEyeAngles.z );
AngleMatrix( vehicleEyeAngles, vehicleEyeOrigin, vehicleEyePosToWorld );
// Now treat the relative eye angles as being relative to this new, perterbed view position...
matrix3x4_t newCameraToWorld;
ConcatTransforms( vehicleEyePosToWorld, vehicleCameraToEyePos, newCameraToWorld );
// output new view abs angles
MatrixAngles( newCameraToWorld, *pAbsAngles );
// UNDONE: *pOrigin would already be correct in single player if the HandleView() on the server ran after vphysics
MatrixGetColumn( newCameraToWorld, 3, *pAbsOrigin );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCraneServerVehicle::NPC_SetDriver( CNPC_VehicleDriver *pDriver )
{
GetCrane()->SetNPCDriver( pDriver );
if ( pDriver )
{
SetVehicleVolume( 1.0 ); // Vehicles driven by NPCs are louder
GetCrane()->SetSimulatedEveryTick( false );
}
else
{
SetVehicleVolume( 0.5 );
GetCrane()->SetSimulatedEveryTick( true );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCraneServerVehicle::NPC_DriveVehicle( void )
{
if ( g_debug_vehicledriver.GetInt() )
{
if ( m_nNPCButtons )
{
Vector vecForward, vecRight;
GetCrane()->GetVectors( &vecForward, &vecRight, NULL );
if ( m_nNPCButtons & IN_FORWARD )
{
NDebugOverlay::Line( GetCrane()->GetAbsOrigin(), GetCrane()->GetAbsOrigin() + vecForward * 200, 0,255,0, true, 0.1 );
}
if ( m_nNPCButtons & IN_BACK )
{
NDebugOverlay::Line( GetCrane()->GetAbsOrigin(), GetCrane()->GetAbsOrigin() - vecForward * 200, 0,255,0, true, 0.1 );
}
if ( m_nNPCButtons & IN_MOVELEFT )
{
NDebugOverlay::Line( GetCrane()->GetAbsOrigin(), GetCrane()->GetAbsOrigin() - vecRight * 200, 0,255,0, true, 0.1 );
}
if ( m_nNPCButtons & IN_MOVERIGHT )
{
NDebugOverlay::Line( GetCrane()->GetAbsOrigin(), GetCrane()->GetAbsOrigin() + vecRight * 200, 0,255,0, true, 0.1 );
}
if ( m_nNPCButtons & IN_JUMP )
{
NDebugOverlay::Box( GetCrane()->GetAbsOrigin(), -Vector(20,20,20), Vector(20,20,20), 0,255,0, true, 0.1 );
}
}
}
GetCrane()->DriveCrane( m_nNPCButtons, m_nNPCButtons, m_flTurnDegrees );
// Clear out attack buttons each frame
m_nNPCButtons &= ~IN_ATTACK;
m_nNPCButtons &= ~IN_ATTACK2;
// Run the crane's movement
GetCrane()->RunCraneMovement( 0.1 );
}
//===============================================================================================================================
// CRANE CABLE TIP
//===============================================================================================================================
//-----------------------------------------------------------------------------
// Purpose: To by usable by the constraint system, this needs to have a phys model.
//-----------------------------------------------------------------------------
void CCraneTip::Spawn( void )
{
Precache();
SetModel( "models/props_junk/cardboard_box001a.mdl" );
AddEffects( EF_NODRAW );
// We don't want this to be solid, because we don't want it to collide with the hydra.
SetSolid( SOLID_VPHYSICS );
AddSolidFlags( FSOLID_NOT_SOLID );
VPhysicsInitShadow( false, false );
// Disable movement on this sucker, we're going to move him manually
SetMoveType( MOVETYPE_NONE );
BaseClass::Spawn();
m_pSpring = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCraneTip::Precache( void )
{
PrecacheModel( "models/props_junk/cardboard_box001a.mdl" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose: Activate/create the constraint
//-----------------------------------------------------------------------------
bool CCraneTip::CreateConstraint( CBaseAnimating *pCraneMagnet, IPhysicsConstraintGroup *pGroup )
{
IPhysicsObject *pPhysObject = VPhysicsGetObject();
IPhysicsObject *pCraneMagnetPhysObject = pCraneMagnet->VPhysicsGetObject();
if ( !pCraneMagnetPhysObject )
{
Msg(" Error: Tried to create a crane_tip with a crane magnet that has no physics model.\n" );
return false;
}
Assert( pPhysObject );
// Check to see if it's got an attachment point to connect to
Vector vecPoint = pCraneMagnet->GetAbsOrigin();
int iIndex = pCraneMagnet->LookupAttachment("magnetcable_a");
if ( iIndex >= 0 )
{
pCraneMagnet->GetAttachment( iIndex, vecPoint );
}
// Create our spring
/*
constraint_lengthparams_t length;
length.Defaults();
length.InitWorldspace( pPhysObject, pCraneMagnetPhysObject, GetAbsOrigin(), vecPoint );
length.constraint.Defaults();
m_pConstraint = physenv->CreateLengthConstraint( pPhysObject, pCraneMagnetPhysObject, pGroup, length );
*/
springparams_t spring;
spring.constant = CRANE_SPRING_CONSTANT_HANGING;
spring.damping = CRANE_SPRING_DAMPING;
spring.naturalLength = (GetAbsOrigin() - vecPoint).Length();
spring.relativeDamping = CRANE_SPRING_RELATIVE_DAMPING;
spring.startPosition = GetAbsOrigin();
spring.endPosition = vecPoint;
spring.useLocalPositions = false;
spring.onlyStretch = true;
m_pSpring = physenv->CreateSpring( pPhysObject, pCraneMagnetPhysObject, &spring );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Create a Hydra Impale between the hydra and the entity passed in
//-----------------------------------------------------------------------------
CCraneTip *CCraneTip::Create( CBaseAnimating *pCraneMagnet, IPhysicsConstraintGroup *pGroup, const Vector &vecOrigin, const QAngle &vecAngles )
{
CCraneTip *pCraneTip = (CCraneTip *)CBaseEntity::Create( "crane_tip", vecOrigin, vecAngles );
if ( !pCraneTip )
return NULL;
if ( !pCraneTip->CreateConstraint( pCraneMagnet, pGroup ) )
return NULL;
return pCraneTip;
}