//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "vehicle_base.h" #include "engine/IEngineSound.h" #include "in_buttons.h" #include "ammodef.h" #include "IEffects.h" #include "beam_shared.h" #include "weapon_gauss.h" #include "soundenvelope.h" #include "decals.h" #include "soundent.h" #include "te_effect_dispatch.h" #include "physics_saverestore.h" #include "movevars_shared.h" #include "npc_attackchopper.h" #include "weapon_rpg.h" #include "vphysics/constraints.h" #include "world.h" #include "rumble_shared.h" // NVNT for airboat weapon fire #include "haptics/haptic_utils.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" extern ConVar sv_vehicle_autoaim_scale; #define VEHICLE_HITBOX_DRIVER 1 // // Body groups. // #define AIRBOAT_BODYGROUP_GUN 1 #define AIRBOAT_BODYGROUP_PROP 2 #define AIRBOAT_BODYGROUP_BLUR 3 #define AIRBOAT_LOCK_SPEED 10 // Airboat must be going slower than this for player to enter or exit, in in/sec #define AIRBOAT_DELTA_LENGTH_MAX 12.0f // 1 foot #define AIRBOAT_FRAMETIME_MIN 1e-6 #define AIRBOAT_SPLASH_RIPPLE 0 #define AIRBOAT_SPLASH_SPRAY 1 #define AIRBOAT_SPLASH_RIPPLE_SIZE 20.0f // // Pose parameters. // #define AIRBOAT_GUN_YAW "vehicle_weapon_yaw" #define AIRBOAT_GUN_PITCH "vehicle_weapon_pitch" #define AIRBOAT_FRAME_FLEX_LEFT "Frame_Flex_L" #define AIRBOAT_FRAME_FLEX_RIGHT "Frame_Flex_R" #define CANNON_MAX_UP_PITCH 60.0f #define CANNON_MAX_DOWN_PITCH 30.0f #define CANNON_MAX_RIGHT_YAW 165.0f #define CANNON_MAX_LEFT_YAW 75.0f #define CANNON_HEAVY_SHOT_INTERVAL 0.2f #define CANNON_SHAKE_INTERVAL 1.0f static ConVar sk_airboat_max_ammo("sk_airboat_max_ammo", "100" ); static ConVar sk_airboat_recharge_rate("sk_airboat_recharge_rate", "15" ); static ConVar sk_airboat_drain_rate("sk_airboat_drain_rate", "10" ); static ConVar hud_airboathint_numentries( "hud_airboathint_numentries", "10", FCVAR_NONE ); static ConVar airboat_fatal_stress( "airboat_fatal_stress", "5000", FCVAR_NONE, "Amount of stress in kg that would kill the airboat driver." ); extern ConVar autoaim_max_dist; class CPropAirboat : public CPropVehicleDriveable { DECLARE_CLASS( CPropAirboat, CPropVehicleDriveable ); public: DECLARE_SERVERCLASS(); DECLARE_DATADESC(); // CPropVehicle virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData ); virtual void DriveVehicle( float flFrameTime, CUserCmd *ucmd, int iButtonsDown, int iButtonsReleased ); void DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles ); bool ShouldThink() { return true; } // CBaseEntity void Think(void); void Precache( void ); void Spawn( void ); virtual void OnRestore(); virtual void Activate(); virtual void UpdateOnRemove(); virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_USE_IN_RADIUS; }; virtual void DoMuzzleFlash( void ); virtual void StopLoopingSounds(); // position to shoot at virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy ); virtual Vector GetSmoothedVelocity( void ); virtual void EnterVehicle( CBaseCombatCharacter *pPlayer ); virtual bool AllowBlockedExit( CBaseCombatCharacter *pPlayer, int nRole ) { return false; } virtual void PreExitVehicle( CBaseCombatCharacter *pPlayer, int nRole ); virtual void ExitVehicle( int nRole ); void ComputePDControllerCoefficients( float *pCoefficientsOut, float flFrequency, float flDampening, float flDeltaTime ); void DampenForwardMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime ); void DampenUpMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime ); virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ); virtual int OnTakeDamage( const CTakeDamageInfo &info ); void VPhysicsUpdate( IPhysicsObject *pPhysics ); // Scraping noises for the various things we drive on. virtual void VPhysicsFriction( IPhysicsObject *pObject, float energy, int surfaceProps, int surfacePropsHit ); bool HeadlightIsOn( void ) { return m_bHeadlightIsOn; } void HeadlightTurnOn( void ); void HeadlightTurnOff( void ); virtual bool ShouldDrawWaterImpacts( void ); bool ShouldForceExit() { return m_bForcedExit; } void ClearForcedExit() { m_bForcedExit = false; } // Input handlers. void InputWake( inputdata_t &inputdata ); void InputExitVehicle( inputdata_t &inputdata ); void InputEnableGun( inputdata_t &inputdata ); void InputStartRotorWashForces( inputdata_t &inputdata ); void InputStopRotorWashForces( inputdata_t &inputdata ); // Allows the shooter to change the impact effect of his bullets virtual void DoImpactEffect( trace_t &tr, int nDamageType ); // Airboat passengers do not directly receive damage from blasts or radiation damage virtual bool PassengerShouldReceiveDamage( CTakeDamageInfo &info ) { if ( info.GetDamageType() & DMG_VEHICLE ) return true; return (info.GetDamageType() & (DMG_RADIATION|DMG_BLAST|DMG_CRUSH) ) == 0; } const char *GetTracerType( void ); private: void CreateAntiFlipConstraint(); void ApplyStressDamage( IPhysicsObject *pPhysics ); float CalculatePhysicsStressDamage( vphysics_objectstress_t *pStressOut, IPhysicsObject *pPhysics ); void CreateDangerSounds( void ); void FireGun( ); void UpdateSplashEffects( void ); void CreateSplash( int nSplashType ); // Purpose: Aim Gun at a target void AimGunAt( const Vector &endPos, float flInterval ); // Purpose: Returns the direction the gun is currently aiming at void GetGunAimDirection( Vector *resultDir ); // Recharges the ammo based on speed void RechargeAmmo(); // Removes the ammo... void RemoveAmmo( float flAmmoAmount ); // Purpose: void ComputeAimPoint( Vector *pVecAimPoint ); // Do the right thing for the gun void UpdateGunState( CUserCmd *ucmd ); // Sound management void CreateSounds(); void UpdateSound(); void UpdateWeaponSound(); void UpdateEngineSound( CSoundEnvelopeController &controller, float speedRatio ); void UpdateFanSound( CSoundEnvelopeController &controller, float speedRatio ); void UpdateWaterSound( CSoundEnvelopeController &controller, float speedRatio ); void UpdatePropeller(); void UpdateGauge(); void CreatePlayerBlocker(); void DestroyPlayerBlocker(); void EnablePlayerBlocker( bool bEnable ); private: enum { GUN_STATE_IDLE = 0, GUN_STATE_FIRING, }; Vector m_vecLastEyePos; Vector m_vecLastEyeTarget; Vector m_vecEyeSpeed; //float m_flHandbrakeTime; // handbrake after the fact to keep vehicles from rolling //bool m_bInitialHandbrake; bool m_bForcedExit; int m_nGunRefAttachment; int m_nGunBarrelAttachment; float m_aimYaw; float m_aimPitch; float m_flChargeRemainder; float m_flDrainRemainder; int m_nGunState; float m_flNextHeavyShotTime; float m_flNextGunShakeTime; CNetworkVar( int, m_nAmmoCount ); CNetworkVar( bool, m_bHeadlightIsOn ); EHANDLE m_hAvoidSphere; int m_nSplashAttachment; float m_flPrevThrottle; // Throttle during last think. Used for detecting state changes. float m_flSpinRate; // Current rate of spin of propeller: 0 = min, 1.0 = max float m_flTargetSpinRate; // Target rate of spin of propeller: 0 = min, 1.0 = max float m_flPropTime; // Time to turn on/off the prop. float m_flBlurTime; // Time to turn on/off the blur. CSoundPatch *m_pFanSound; CSoundPatch *m_pFanMaxSpeedSound; CSoundPatch *m_pEngineSound; CSoundPatch *m_pWaterFastSound; CSoundPatch *m_pWaterStoppedSound; CSoundPatch *m_pGunFiringSound; float m_flEngineIdleTime; // Time to start playing the engine's idle sound. float m_flEngineDuckTime; // Time to reduce the volume of the engine's idle sound. bool m_bFadeOutFan; // Fade out fan sound after cruising at max speed for a while. int m_nPrevWaterLevel; // Used for detecting transitions into/out of water. float m_flWaterStoppedPitchTime; // Time to pitch shift the water stopped sound. float m_flLastImpactEffectTime; int m_iNumberOfEntries; IPhysicsConstraint *m_pAntiFlipConstraint; // A ragdoll constraint that prevents us from flipping. CHandle m_hPlayerBlocker; CNetworkVar( Vector, m_vecPhysVelocity ); CNetworkVar( int, m_nExactWaterLevel ); IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_nWaterLevel ); }; IMPLEMENT_SERVERCLASS_ST( CPropAirboat, DT_PropAirboat ) SendPropBool( SENDINFO( m_bHeadlightIsOn ) ), SendPropInt( SENDINFO( m_nAmmoCount ), 9 ), SendPropInt( SENDINFO( m_nExactWaterLevel ) ), SendPropInt( SENDINFO( m_nWaterLevel ) ), SendPropVector( SENDINFO( m_vecPhysVelocity ) ), END_SEND_TABLE(); LINK_ENTITY_TO_CLASS( prop_vehicle_airboat, CPropAirboat ); BEGIN_DATADESC( CPropAirboat ) DEFINE_FIELD( m_vecLastEyePos, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_vecLastEyeTarget, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_vecEyeSpeed, FIELD_VECTOR ), // DEFINE_FIELD( m_flHandbrakeTime, FIELD_TIME ), // DEFINE_FIELD( m_bInitialHandbrake,FIELD_BOOLEAN ), // DEFINE_FIELD( m_nGunRefAttachment, FIELD_INTEGER ), // DEFINE_FIELD( m_nGunBarrelAttachment, FIELD_INTEGER ), DEFINE_FIELD( m_aimYaw, FIELD_FLOAT ), DEFINE_FIELD( m_aimPitch, FIELD_FLOAT ), DEFINE_FIELD( m_flChargeRemainder, FIELD_FLOAT ), DEFINE_FIELD( m_flDrainRemainder, FIELD_FLOAT ), DEFINE_FIELD( m_nGunState, FIELD_INTEGER ), DEFINE_FIELD( m_flNextHeavyShotTime, FIELD_TIME ), DEFINE_FIELD( m_flNextGunShakeTime, FIELD_TIME ), DEFINE_FIELD( m_nAmmoCount, FIELD_INTEGER ), DEFINE_FIELD( m_bHeadlightIsOn, FIELD_BOOLEAN ), DEFINE_FIELD( m_hAvoidSphere, FIELD_EHANDLE ), // DEFINE_FIELD( m_nSplashAttachment, FIELD_INTEGER ), DEFINE_FIELD( m_hPlayerBlocker, FIELD_EHANDLE ), DEFINE_FIELD( m_vecPhysVelocity, FIELD_VECTOR ), DEFINE_FIELD( m_nExactWaterLevel, FIELD_INTEGER ), DEFINE_FIELD( m_flPrevThrottle, FIELD_FLOAT ), DEFINE_FIELD( m_flSpinRate, FIELD_FLOAT ), DEFINE_FIELD( m_flTargetSpinRate, FIELD_FLOAT ), DEFINE_FIELD( m_flPropTime, FIELD_TIME ), DEFINE_FIELD( m_flBlurTime, FIELD_TIME ), DEFINE_FIELD( m_bForcedExit, FIELD_BOOLEAN ), DEFINE_SOUNDPATCH( m_pFanSound ), DEFINE_SOUNDPATCH( m_pFanMaxSpeedSound ), DEFINE_SOUNDPATCH( m_pEngineSound ), DEFINE_SOUNDPATCH( m_pWaterFastSound ), DEFINE_SOUNDPATCH( m_pWaterStoppedSound ), DEFINE_SOUNDPATCH( m_pGunFiringSound ), DEFINE_PHYSPTR( m_pAntiFlipConstraint ), DEFINE_FIELD( m_flEngineIdleTime, FIELD_TIME ), DEFINE_FIELD( m_flEngineDuckTime, FIELD_TIME ), DEFINE_FIELD( m_bFadeOutFan, FIELD_BOOLEAN ), DEFINE_FIELD( m_nPrevWaterLevel, FIELD_INTEGER ), DEFINE_FIELD( m_flWaterStoppedPitchTime, FIELD_TIME ), DEFINE_FIELD( m_flLastImpactEffectTime, FIELD_TIME ), DEFINE_FIELD( m_iNumberOfEntries, FIELD_INTEGER ), DEFINE_INPUTFUNC( FIELD_BOOLEAN, "EnableGun", InputEnableGun ), DEFINE_INPUTFUNC( FIELD_VOID, "StartRotorWashForces", InputStartRotorWashForces ), DEFINE_INPUTFUNC( FIELD_VOID, "StopRotorWashForces", InputStopRotorWashForces ), DEFINE_INPUTFUNC( FIELD_VOID, "ExitVehicle", InputExitVehicle ), DEFINE_INPUTFUNC( FIELD_VOID, "Wake", InputWake ), END_DATADESC() //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropAirboat::Precache( void ) { BaseClass::Precache(); PrecacheScriptSound( "Airboat_engine_stop" ); PrecacheScriptSound( "Airboat_engine_start" ); PrecacheScriptSound( "Airboat.FireGunHeavy" ); PrecacheScriptSound( "Airboat.FireGunRevDown"); PrecacheScriptSound( "Airboat_engine_idle" ); PrecacheScriptSound( "Airboat_engine_fullthrottle" ); PrecacheScriptSound( "Airboat_fan_idle" ); PrecacheScriptSound( "Airboat_fan_fullthrottle" ); PrecacheScriptSound( "Airboat_water_stopped" ); PrecacheScriptSound( "Airboat_water_fast" ); PrecacheScriptSound( "Airboat_impact_splash" ); PrecacheScriptSound( "Airboat_impact_hard" ); PrecacheScriptSound( "Airboat_headlight_on" ); PrecacheScriptSound( "Airboat_headlight_off" ); PrecacheScriptSound( "Airboat.FireGunLoop" ); PrecacheMaterial( "effects/splashwake1" ); PrecacheMaterial( "effects/splashwake4" ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropAirboat::Spawn( void ) { m_nAmmoCount = m_bHasGun ? 0 : -1; m_hAvoidSphere = CreateHelicopterAvoidanceSphere( this, 0, 50.0f, false ); m_flLastImpactEffectTime = -1; m_iNumberOfEntries = 0; // Setup vehicle as a ray-cast airboat. SetVehicleType( VEHICLE_TYPE_AIRBOAT_RAYCAST ); SetCollisionGroup( COLLISION_GROUP_VEHICLE ); BaseClass::Spawn(); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetAnimatedEveryTick( true ); // Handbrake data. //m_flHandbrakeTime = gpGlobals->curtime + 0.1; //m_bInitialHandbrake = false; m_VehiclePhysics.SetHasBrakePedal( false ); m_flMinimumSpeedToEnterExit = AIRBOAT_LOCK_SPEED; m_takedamage = DAMAGE_EVENTS_ONLY; SetBodygroup(AIRBOAT_BODYGROUP_GUN, m_bHasGun); SetBodygroup(AIRBOAT_BODYGROUP_PROP, true); SetPoseParameter( AIRBOAT_GUN_YAW, 0 ); SetPoseParameter( AIRBOAT_GUN_PITCH, 0 ); SetPoseParameter( AIRBOAT_FRAME_FLEX_LEFT, 0 ); SetPoseParameter( AIRBOAT_FRAME_FLEX_RIGHT, 0 ); m_aimYaw = 0; m_aimPitch = 0; m_bUnableToFire = true; m_nGunState = GUN_STATE_IDLE; SetPoseParameter( "Steer_Shock", 0.0f ); // Get the physics object so we can adjust the buoyancy. IPhysicsObject *pPhysAirboat = VPhysicsGetObject(); if ( pPhysAirboat ) { pPhysAirboat->SetBuoyancyRatio( 0.0f ); PhysSetGameFlags( pPhysAirboat, FVPHYSICS_HEAVY_OBJECT ); } //CreateAntiFlipConstraint(); } //----------------------------------------------------------------------------- // Purpose: Create a ragdoll constraint that prevents us from flipping. //----------------------------------------------------------------------------- void CPropAirboat::CreateAntiFlipConstraint() { constraint_ragdollparams_t ragdoll; ragdoll.Defaults(); // Don't prevent the boat from moving, just flipping. ragdoll.onlyAngularLimits = true; // Put the ragdoll constraint in the space of the airboat. SetIdentityMatrix( ragdoll.constraintToAttached ); BuildObjectRelativeXform( g_PhysWorldObject, VPhysicsGetObject(), ragdoll.constraintToReference ); ragdoll.axes[0].minRotation = -100; ragdoll.axes[0].maxRotation = 100; ragdoll.axes[1].minRotation = -100; ragdoll.axes[1].maxRotation = 100; ragdoll.axes[2].minRotation = -180; ragdoll.axes[2].maxRotation = 180; m_pAntiFlipConstraint = physenv->CreateRagdollConstraint( g_PhysWorldObject, VPhysicsGetObject(), NULL, ragdoll ); //NDebugOverlay::Cross3DOriented( ragdoll.constraintToReference, 128, 255, true, 100 ); } //----------------------------------------------------------------------------- // Attachment indices //----------------------------------------------------------------------------- void CPropAirboat::UpdateOnRemove() { BaseClass::UpdateOnRemove(); if ( m_hAvoidSphere ) { UTIL_Remove( m_hAvoidSphere ); m_hAvoidSphere = NULL; } } //----------------------------------------------------------------------------- // Attachment indices //----------------------------------------------------------------------------- void CPropAirboat::Activate() { BaseClass::Activate(); m_nGunRefAttachment = LookupAttachment( "gun" ); m_nGunBarrelAttachment = LookupAttachment( "muzzle" ); m_nSplashAttachment = LookupAttachment( "splash_pt" ); CreateSounds(); CBaseServerVehicle *pServerVehicle = dynamic_cast(GetServerVehicle()); if ( pServerVehicle ) { if( pServerVehicle->GetPassenger() ) { // If a boat comes back from a save game with a driver, make sure the engine rumble starts up. pServerVehicle->StartEngineRumble(); } } //CreatePlayerBlocker(); //EnablePlayerBlocker( true ); } void CPropAirboat::CreatePlayerBlocker() { Assert( m_hPlayerBlocker == NULL ); DestroyPlayerBlocker(); m_hPlayerBlocker = CEntityBlocker::Create( GetAbsOrigin(), Vector( -84, -32, 0 ), Vector( 54, 32, 84 ), this, false ); if ( m_hPlayerBlocker != NULL ) { m_hPlayerBlocker->SetParent( this ); m_hPlayerBlocker->SetLocalOrigin( vec3_origin ); m_hPlayerBlocker->SetLocalAngles( vec3_angle ); m_hPlayerBlocker->SetCollisionGroup( COLLISION_GROUP_PLAYER ); m_hPlayerBlocker->AddSolidFlags( FSOLID_NOT_SOLID ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropAirboat::DestroyPlayerBlocker() { if ( m_hPlayerBlocker != NULL ) { UTIL_Remove( m_hPlayerBlocker ); } m_hPlayerBlocker = NULL; } //----------------------------------------------------------------------------- // Purpose: // Input : bEnable - //----------------------------------------------------------------------------- void CPropAirboat::EnablePlayerBlocker( bool bEnable ) { if ( m_hPlayerBlocker != NULL ) { if ( bEnable ) { m_hPlayerBlocker->RemoveSolidFlags( FSOLID_NOT_SOLID ); } else { m_hPlayerBlocker->AddSolidFlags( FSOLID_NOT_SOLID ); } } } //----------------------------------------------------------------------------- // Update the weapon sounds //----------------------------------------------------------------------------- #define MIN_CHARGE_SOUND 0.4f #define MIN_PITCH_CHANGE ( MIN_CHARGE_SOUND + ( ( 1.0f - MIN_CHARGE_SOUND ) / 3.0f ) ) #define VOLUME_CHANGE_TIME 0.5f void CPropAirboat::UpdateWeaponSound() { if ( HasGun() ) { CSoundEnvelopeController *pController = &CSoundEnvelopeController::GetController(); float flVolume = pController->SoundGetVolume( m_pGunFiringSound ); if ( (m_nGunState == GUN_STATE_IDLE) || (m_nAmmoCount == 0) ) { if ( flVolume != 0.0f ) { pController->SoundChangeVolume( m_pGunFiringSound, 0.0f, 0.01f ); } } else { if ( flVolume != 1.0f ) { pController->SoundChangeVolume( m_pGunFiringSound, 1.0f, 0.01f ); } } } } //----------------------------------------------------------------------------- // Purpose: Force the player to exit the vehicle. //----------------------------------------------------------------------------- void CPropAirboat::InputExitVehicle( inputdata_t &inputdata ) { m_bForcedExit = true; } //----------------------------------------------------------------------------- // Purpose: Force the airboat to wake up. This was needed to fix a last-minute // bug for the XBox -- the airboat didn't fall with the platform // in d1_canals_10b. //----------------------------------------------------------------------------- void CPropAirboat::InputWake( inputdata_t &inputdata ) { VPhysicsGetObject()->Wake(); } //----------------------------------------------------------------------------- // Purpose: Input handler to enable or disable the airboat's mounted gun. //----------------------------------------------------------------------------- void CPropAirboat::InputEnableGun( inputdata_t &inputdata ) { m_bHasGun = inputdata.value.Bool(); SetBodygroup(AIRBOAT_BODYGROUP_GUN, m_bHasGun); // When enabling the gun, give full ammo if ( m_bHasGun ) { m_nAmmoCount = sk_airboat_max_ammo.GetInt(); } } //----------------------------------------------------------------------------- // Purpose: Input handler to enable or disable the airboat's mounted gun. //----------------------------------------------------------------------------- void CPropAirboat::InputStartRotorWashForces( inputdata_t &inputdata ) { RemoveEFlags( EFL_NO_ROTORWASH_PUSH ); } //----------------------------------------------------------------------------- // Purpose: Input handler to enable or disable the airboat's mounted gun. //----------------------------------------------------------------------------- void CPropAirboat::InputStopRotorWashForces( inputdata_t &inputdata ) { AddEFlags( EFL_NO_ROTORWASH_PUSH ); } //----------------------------------------------------------------------------- // Creating vphysics //----------------------------------------------------------------------------- void CPropAirboat::OnRestore() { BaseClass::OnRestore(); IPhysicsObject *pPhysAirboat = VPhysicsGetObject(); if ( pPhysAirboat ) { pPhysAirboat->SetBuoyancyRatio( 0.0f ); PhysSetGameFlags( pPhysAirboat, FVPHYSICS_HEAVY_OBJECT ); } // If the player's in the vehicle, NPCs should ignore it if ( GetDriver() ) { SetNavIgnore(); } } //----------------------------------------------------------------------------- // Used for navigation //----------------------------------------------------------------------------- void CPropAirboat::EnterVehicle( CBaseCombatCharacter *pPlayer ) { BaseClass::EnterVehicle( pPlayer ); //EnablePlayerBlocker( false ); // NPCs like manhacks should try to hit us SetNavIgnore(); // Play the engine start sound. float flDuration; EmitSound( "Airboat_engine_start", 0.0, &flDuration ); m_VehiclePhysics.TurnOn(); // Start playing the engine's idle sound as the startup sound finishes. m_flEngineIdleTime = gpGlobals->curtime + flDuration - 0.1; } //----------------------------------------------------------------------------- // Purpose: Called when exiting, just before playing the exit animation. //----------------------------------------------------------------------------- void CPropAirboat::PreExitVehicle( CBaseCombatCharacter *pPlayer, int nRole ) { if ( HeadlightIsOn() ) { HeadlightTurnOff(); } // Stop shooting. m_nGunState = GUN_STATE_IDLE; CBaseEntity *pDriver = GetDriver(); CBasePlayer *pPlayerDriver; if( pDriver && pDriver->IsPlayer() ) { pPlayerDriver = dynamic_cast(pDriver); if( pPlayerDriver ) { pPlayerDriver->RumbleEffect( RUMBLE_AIRBOAT_GUN, 0, RUMBLE_FLAG_STOP ); } } BaseClass::PreExitVehicle( pPlayer, nRole ); } //----------------------------------------------------------------------------- // Purpose: Called when exiting, after completing the exit animation. // Input : iRole - //----------------------------------------------------------------------------- void CPropAirboat::ExitVehicle( int nRole ) { CBaseEntity *pDriver = GetDriver(); //EnablePlayerBlocker( true ); BaseClass::ExitVehicle( nRole ); if (!pDriver) return; #if 0 // On ORANGE BOX this is causing a big blank box to show up, which is worse // than the HUD hint persisting for a little while, so don't do it. (sjb) // clear the hint UTIL_HudHintText( pDriver, "" ); #endif // NPCs like manhacks should try to avoid us again ClearNavIgnore(); // Play the engine shutoff sound. CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); CPASAttenuationFilter filter( this ); EmitSound_t ep; ep.m_nChannel = CHAN_BODY; ep.m_pSoundName = "Airboat_engine_stop"; ep.m_flVolume = controller.SoundGetVolume( m_pEngineSound ); ep.m_SoundLevel = SNDLVL_NORM; ep.m_nPitch = controller.SoundGetPitch( m_pEngineSound ); EmitSound( filter, entindex(), ep ); m_VehiclePhysics.TurnOff(); // Shut off the airboat sounds. controller.SoundChangeVolume( m_pEngineSound, 0.0, 0.0 ); controller.SoundChangeVolume( m_pFanSound, 0.0, 0.0 ); controller.SoundChangeVolume( m_pFanMaxSpeedSound, 0.0, 0.0 ); controller.SoundChangeVolume( m_pWaterStoppedSound, 0.0, 0.0 ); controller.SoundChangeVolume( m_pWaterFastSound, 0.0, 0.0 ); controller.SoundChangeVolume( m_pGunFiringSound, 0.0, 0.0 ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropAirboat::HeadlightTurnOn( void ) { EmitSound( "Airboat_headlight_on" ); m_bHeadlightIsOn = true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropAirboat::HeadlightTurnOff( void ) { EmitSound( "Airboat_headlight_off" ); m_bHeadlightIsOn = false; } //----------------------------------------------------------------------------- // position to shoot at //----------------------------------------------------------------------------- Vector CPropAirboat::BodyTarget( const Vector &posSrc, bool bNoisy ) { Vector vecPosition; QAngle angles; if ( GetServerVehicle()->GetPassenger() ) { // FIXME: Reconcile this with other functions that store a cached version of the results here? GetServerVehicle()->GetVehicleViewPosition( VEHICLE_ROLE_DRIVER, &vecPosition, &angles ); } else { vecPosition = WorldSpaceCenter(); } return vecPosition; } //----------------------------------------------------------------------------- // Smoothed velocity //----------------------------------------------------------------------------- #define SMOOTHED_MIN_VELOCITY 75.0f #define SMOOTHED_MAX_VELOCITY 150.0f Vector CPropAirboat::GetSmoothedVelocity( void ) { // If we're going too slow, return the forward direction as the velocity // for NPC prediction purposes Vector vecSmoothedVelocity = BaseClass::GetSmoothedVelocity(); float flSpeed = vecSmoothedVelocity.Length(); if ( flSpeed >= SMOOTHED_MAX_VELOCITY ) return vecSmoothedVelocity; Vector vecForward; GetVectors( &vecForward, NULL, NULL ); vecForward *= MAX( flSpeed, 1.0f ); if ( flSpeed <= SMOOTHED_MIN_VELOCITY ) return vecForward; float flBlend = SimpleSplineRemapVal( flSpeed, SMOOTHED_MIN_VELOCITY, SMOOTHED_MAX_VELOCITY, 0.0f, 1.0f ); VectorLerp( vecForward, vecSmoothedVelocity, flBlend, vecSmoothedVelocity ); return vecSmoothedVelocity; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropAirboat::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) { CTakeDamageInfo info = inputInfo; if ( ptr->hitbox != VEHICLE_HITBOX_DRIVER ) { if ( inputInfo.GetDamageType() & DMG_BULLET ) { info.ScaleDamage( 0.0001 ); } } BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator ); } //----------------------------------------------------------------------------- // Purpose: // Input : &info - // &vecEnd - // *pTraceFilter - // *pVecTracerDest - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CPropAirboat::ShouldDrawWaterImpacts( void ) { // The airboat spits out so much crap that we need to do cheaper versions // of the impact effects. Also, we need to do less of them. if ( m_flLastImpactEffectTime >= gpGlobals->curtime ) return false; m_flLastImpactEffectTime = gpGlobals->curtime + 0.05f; return true; } //----------------------------------------------------------------------------- // Allows the shooter to change the impact effect of his bullets //----------------------------------------------------------------------------- void CPropAirboat::DoImpactEffect( trace_t &tr, int nDamageType ) { // The airboat spits out so much crap that we need to do cheaper versions // of the impact effects. Also, we need to do less of them. if ( m_flLastImpactEffectTime == gpGlobals->curtime ) return; // Randomly drop out if ( random->RandomInt( 0, 5 ) ) return; m_flLastImpactEffectTime = gpGlobals->curtime; UTIL_ImpactTrace( &tr, nDamageType, "AirboatGunImpact" ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CPropAirboat::OnTakeDamage( const CTakeDamageInfo &info ) { // Do scaled up physics damage to the airboat CTakeDamageInfo physDmg = info; physDmg.ScaleDamage( 5 ); if ( physDmg.GetDamageType() & DMG_BLAST ) { physDmg.SetDamageForce( info.GetDamageForce() * 10 ); } VPhysicsTakeDamage( physDmg ); // Check to do damage to driver if ( m_hPlayer != NULL ) { // Don't pass along physics damage if ( info.GetDamageType() & (DMG_CRUSH|DMG_RADIATION) ) return 0; // Take the damage (strip out the DMG_BLAST) CTakeDamageInfo playerDmg = info; // Mark that we're passing it to the player so the base player accepts the damage playerDmg.SetDamageType( info.GetDamageType() | DMG_VEHICLE ); // Deal the damage to the passenger m_hPlayer->TakeDamage( playerDmg ); } return 0; } //----------------------------------------------------------------------------- // Scraping noises for the various things we drive on. //----------------------------------------------------------------------------- void CPropAirboat::VPhysicsFriction( IPhysicsObject *pObject, float energy, int surfaceProps, int surfacePropsHit ) { // don't make noise for hidden/invisible/sky materials const surfacedata_t *phit = physprops->GetSurfaceData( surfacePropsHit ); const surfacedata_t *pprops = physprops->GetSurfaceData( surfaceProps ); if ( phit->game.material == 'X' || pprops->game.material == 'X' ) return; // FIXME: Make different scraping sounds here float flVolume = 0.3f; surfacedata_t *psurf = physprops->GetSurfaceData( surfaceProps ); const char *pSoundName = physprops->GetString( psurf->sounds.scrapeRough ); PhysFrictionSound( this, pObject, pSoundName, psurf->soundhandles.scrapeRough, flVolume ); } //----------------------------------------------------------------------------- // Purpose: Aim Gun at a target position. //----------------------------------------------------------------------------- // This fixes an optimizer bug that was causing targetYaw and targetPitch to // always be reported as clamped, thus disabling the gun. Ack! #pragma optimize("", off) void CPropAirboat::AimGunAt( const Vector &aimPos, float flInterval ) { matrix3x4_t gunMatrix; GetAttachment( m_nGunRefAttachment, gunMatrix ); // transform the target position into gun space Vector localTargetPosition; VectorITransform( aimPos, gunMatrix, localTargetPosition ); VectorNormalize( localTargetPosition ); m_bUnableToFire = false; m_vecGunCrosshair = aimPos; // do a look at in gun space (essentially a delta-lookat) QAngle localTargetAngles; VectorAngles( localTargetPosition, localTargetAngles ); // convert to +/- 180 degrees localTargetAngles.x = UTIL_AngleDiff( localTargetAngles.x, 0 ); localTargetAngles.y = UTIL_AngleDiff( localTargetAngles.y, 0 ); float targetYaw = m_aimYaw + localTargetAngles.y; float targetPitch = m_aimPitch + localTargetAngles.x; // Constrain our angles float newTargetYaw = clamp( targetYaw, -CANNON_MAX_RIGHT_YAW, CANNON_MAX_LEFT_YAW ); float newTargetPitch = clamp( targetPitch, -CANNON_MAX_UP_PITCH, CANNON_MAX_DOWN_PITCH ); // If the angles have been clamped, we're looking outside of our valid range if ( ( newTargetYaw != targetYaw ) || ( newTargetPitch != targetPitch ) ) { m_bUnableToFire = true; } targetYaw = newTargetYaw; targetPitch = newTargetPitch; m_aimYaw = targetYaw; m_aimPitch = targetPitch; SetPoseParameter( AIRBOAT_GUN_YAW, m_aimYaw); SetPoseParameter( AIRBOAT_GUN_PITCH, m_aimPitch ); InvalidateBoneCache(); // read back to avoid drift when hitting limits // as long as the velocity is less than the delta between the limit and 180, this is fine. m_aimPitch = GetPoseParameter( AIRBOAT_GUN_PITCH ); m_aimYaw = GetPoseParameter( AIRBOAT_GUN_YAW ); } #pragma optimize("", on) //----------------------------------------------------------------------------- // Removes the ammo... //----------------------------------------------------------------------------- void CPropAirboat::RemoveAmmo( float flAmmoAmount ) { m_flDrainRemainder += flAmmoAmount; int nAmmoToRemove = (int)m_flDrainRemainder; m_flDrainRemainder -= nAmmoToRemove; m_nAmmoCount -= nAmmoToRemove; if ( m_nAmmoCount < 0 ) { m_nAmmoCount = 0; m_flDrainRemainder = 0.0f; } } //----------------------------------------------------------------------------- // Recharges the ammo... //----------------------------------------------------------------------------- void CPropAirboat::RechargeAmmo(void) { if ( !m_bHasGun ) { m_nAmmoCount = -1; return; } int nMaxAmmo = sk_airboat_max_ammo.GetInt(); if ( m_nAmmoCount == nMaxAmmo ) return; float flRechargeRate = sk_airboat_recharge_rate.GetInt(); float flChargeAmount = flRechargeRate * gpGlobals->frametime; if ( m_flDrainRemainder != 0.0f ) { if ( m_flDrainRemainder >= flChargeAmount ) { m_flDrainRemainder -= flChargeAmount; return; } else { flChargeAmount -= m_flDrainRemainder; m_flDrainRemainder = 0.0f; } } m_flChargeRemainder += flChargeAmount; int nAmmoToAdd = (int)m_flChargeRemainder; m_flChargeRemainder -= nAmmoToAdd; m_nAmmoCount += nAmmoToAdd; if ( m_nAmmoCount > nMaxAmmo ) { m_nAmmoCount = nMaxAmmo; m_flChargeRemainder = 0.0f; } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropAirboat::ComputeAimPoint( Vector *pVecAimPoint ) { Vector vecEyeDirection; if( g_pGameRules->GetAutoAimMode() == AUTOAIM_ON_CONSOLE ) { // Use autoaim as the eye dir. autoaim_params_t params; params.m_fScale = AUTOAIM_SCALE_DEFAULT * sv_vehicle_autoaim_scale.GetFloat(); params.m_fMaxDist = autoaim_max_dist.GetFloat(); m_hPlayer->GetAutoaimVector( params ); vecEyeDirection = params.m_vecAutoAimDir; } else { m_hPlayer->EyeVectors( &vecEyeDirection, NULL, NULL ); } Vector vecEndPos; VectorMA( m_hPlayer->EyePosition(), MAX_TRACE_LENGTH, vecEyeDirection, vecEndPos ); trace_t trace; UTIL_TraceLine( m_hPlayer->EyePosition(), vecEndPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &trace ); *pVecAimPoint = trace.endpos; } //----------------------------------------------------------------------------- // Purpose: Manages animation and sound state. //----------------------------------------------------------------------------- void CPropAirboat::Think(void) { BaseClass::Think(); // set handbrake after physics sim settles down // if ( gpGlobals->curtime < m_flHandbrakeTime ) // { // SetNextThink( gpGlobals->curtime ); // } // else if ( !m_bInitialHandbrake ) // after initial timer expires, set the handbrake // { // m_bInitialHandbrake = true; // m_VehiclePhysics.SetHandbrake( true ); // m_VehiclePhysics.Think(); // } // Find the vertical extents of the boat Vector startPos, endPos; CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 1.0f ), &startPos ); CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.0f ), &endPos ); // Look for water along that volume. // Make a very vertically thin box and sweep it along the ray. Vector vecMins = CollisionProp()->OBBMins(); Vector vecMaxs = CollisionProp()->OBBMaxs(); vecMins.z = -0.1f; vecMaxs.z = 0.1f; trace_t tr; UTIL_TraceHull( startPos, endPos, vecMins, vecMaxs, (CONTENTS_WATER|CONTENTS_SLIME), this, COLLISION_GROUP_NONE, &tr ); // If we hit something, then save off the info if ( tr.fraction != 1.0f ) { m_nExactWaterLevel = tr.endpos.z; // Classify what we're in if ( tr.contents & CONTENTS_SLIME ) { // We fake this value to mean type, instead of level SetWaterLevel( 2 ); } else { // This simply signifies water SetWaterLevel( 1 ); } } else { // Not in water SetWaterLevel( 0 ); } StudioFrameAdvance(); // If the enter or exit animation has finished, tell the server vehicle if ( IsSequenceFinished() && ( m_bEnterAnimOn || m_bExitAnimOn ) ) { // The first few time we get into the jeep, print the jeep help if ( m_iNumberOfEntries < hud_airboathint_numentries.GetInt() && !m_bExitAnimOn ) { UTIL_HudHintText( m_hPlayer, "#Valve_Hint_BoatKeys" ); m_iNumberOfEntries++; } GetServerVehicle()->HandleEntryExitFinish( m_bExitAnimOn, false ); // Start the vehicle's idle animation ResetSequence(LookupSequence("propeller_spin1")); ResetClientsideFrame(); } // FIXME: Slam the crosshair every think -- if we don't do this it disappears randomly, never to return. if ( ( m_hPlayer.Get() != NULL ) && !( m_bEnterAnimOn || m_bExitAnimOn ) ) { m_hPlayer->m_Local.m_iHideHUD &= ~HIDEHUD_VEHICLE_CROSSHAIR; } // Aim the gun if ( HasGun() && m_hPlayer.Get() && !m_bEnterAnimOn && !m_bExitAnimOn ) { Vector vecAimPoint; ComputeAimPoint( &vecAimPoint ); AimGunAt( vecAimPoint, gpGlobals->frametime ); } if ( ShouldForceExit() ) { ClearForcedExit(); m_hPlayer->LeaveVehicle(); } if ( HasGun() && ( m_nGunState == GUN_STATE_IDLE ) ) { RechargeAmmo(); } UpdateSound(); UpdatePropeller(); UpdateGauge(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropAirboat::UpdatePropeller() { if ((m_bExitAnimOn) || (m_bEnterAnimOn)) return; #define SPIN_RATE_MED 0.2 #define SPIN_RATE_HIGH 0.6 // Determine target spin rate from throttle. float flTargetSpinRate = m_flThrottle; if ((flTargetSpinRate == 0) && (m_hPlayer)) { // Always keep the fan moving a little when we have a driver. flTargetSpinRate = 0.2; } // Save the current spin rate to determine state transitions. float flPrevSpinRate = m_flSpinRate; // Determine new spin rate, if (m_flSpinRate < flTargetSpinRate) { if (flTargetSpinRate > 0) { m_flSpinRate += gpGlobals->frametime * 1.0; } else { m_flSpinRate += gpGlobals->frametime * 0.4; } if (m_flSpinRate > flTargetSpinRate) { m_flSpinRate = flTargetSpinRate; } } else if (m_flSpinRate > flTargetSpinRate) { m_flSpinRate -= gpGlobals->frametime * 0.4; if (m_flSpinRate < flTargetSpinRate) { m_flSpinRate = flTargetSpinRate; } } // Update prop & blur based on new spin rate. if (fabs(m_flSpinRate) > SPIN_RATE_HIGH) { if (fabs(flPrevSpinRate) <= SPIN_RATE_HIGH) { SetBodygroup(AIRBOAT_BODYGROUP_PROP, false); SetBodygroup(AIRBOAT_BODYGROUP_BLUR, true); SetSequence(LookupSequence("propeller_spin1")); } } else if (fabs(m_flSpinRate) > SPIN_RATE_MED) { if ((fabs(flPrevSpinRate) <= SPIN_RATE_MED) || (fabs(flPrevSpinRate) > SPIN_RATE_HIGH)) { SetBodygroup(AIRBOAT_BODYGROUP_PROP, true); SetBodygroup(AIRBOAT_BODYGROUP_BLUR, true); SetSequence(LookupSequence("propeller_spin1")); } } else { if (fabs(flPrevSpinRate) > SPIN_RATE_MED) { SetBodygroup(AIRBOAT_BODYGROUP_PROP, true); SetBodygroup(AIRBOAT_BODYGROUP_BLUR, false); SetSequence(LookupSequence("propeller_spin1")); } } SetPlaybackRate( m_flSpinRate ); m_flPrevThrottle = m_flThrottle; } //----------------------------------------------------------------------------- // Purpose: Updates the speedometer. //----------------------------------------------------------------------------- void CPropAirboat::UpdateGauge() { CFourWheelVehiclePhysics *pPhysics = GetPhysics(); int speed = pPhysics->GetSpeed(); int maxSpeed = pPhysics->GetMaxSpeed(); float speedRatio = clamp( (float)speed / (float)maxSpeed, 0, 1 ); SetPoseParameter( "Gauge", speedRatio ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropAirboat::CreateSounds() { CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); CPASAttenuationFilter filter( this ); if (!m_pEngineSound) { m_pEngineSound = controller.SoundCreate( filter, entindex(), "Airboat_engine_idle" ); controller.Play( m_pEngineSound, 0, 100 ); } if (!m_pFanSound) { m_pFanSound = controller.SoundCreate( filter, entindex(), "Airboat_fan_idle" ); controller.Play( m_pFanSound, 0, 100 ); } if (!m_pFanMaxSpeedSound) { m_pFanMaxSpeedSound = controller.SoundCreate( filter, entindex(), "Airboat_fan_fullthrottle" ); controller.Play( m_pFanMaxSpeedSound, 0, 100 ); } if (!m_pWaterStoppedSound) { m_pWaterStoppedSound = controller.SoundCreate( filter, entindex(), "Airboat_water_stopped" ); controller.Play( m_pWaterStoppedSound, 0, 100 ); } if (!m_pWaterFastSound) { m_pWaterFastSound = controller.SoundCreate( filter, entindex(), "Airboat_water_fast" ); controller.Play( m_pWaterFastSound, 0, 100 ); } if (!m_pGunFiringSound) { m_pGunFiringSound = controller.SoundCreate( filter, entindex(), "Airboat.FireGunLoop" ); controller.Play( m_pGunFiringSound, 0, 100 ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropAirboat::StopLoopingSounds() { CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); controller.SoundDestroy( m_pEngineSound ); m_pEngineSound = NULL; controller.SoundDestroy( m_pFanSound ); m_pFanSound = NULL; controller.SoundDestroy( m_pFanMaxSpeedSound ); m_pFanMaxSpeedSound = NULL; controller.SoundDestroy( m_pWaterStoppedSound ); m_pWaterStoppedSound = NULL; controller.SoundDestroy( m_pWaterFastSound ); m_pWaterFastSound = NULL; controller.SoundDestroy( m_pGunFiringSound ); m_pGunFiringSound = NULL; BaseClass::StopLoopingSounds(); } //----------------------------------------------------------------------------- // Purpose: Manage the state of the engine sound. //----------------------------------------------------------------------------- void CPropAirboat::UpdateEngineSound( CSoundEnvelopeController &controller, float speedRatio ) { #define ENGINE_MIN_VOLUME 0.22 #define ENGINE_MAX_VOLUME 0.62 #define ENGINE_MIN_PITCH 80 #define ENGINE_MAX_PITCH 140 #define ENGINE_DUCK_TIME 4.0 if ( controller.SoundGetVolume(m_pEngineSound ) == 0 ) { if ( gpGlobals->curtime > m_flEngineIdleTime ) { // If we've finished playing the engine start sound, start playing the idle sound. controller.Play( m_pEngineSound, ENGINE_MAX_VOLUME, 100 ); // Ramp down the engine idle sound over time so that we can ramp it back up again based on speed. controller.SoundChangeVolume( m_pEngineSound, ENGINE_MIN_VOLUME, ENGINE_DUCK_TIME ); controller.SoundChangePitch( m_pEngineSound, ENGINE_MIN_PITCH, ENGINE_DUCK_TIME ); // Reduce the volume of the engine idle sound after our ears get 'used' to it. m_flEngineDuckTime = gpGlobals->curtime + ENGINE_DUCK_TIME; } } else if ( gpGlobals->curtime > m_flEngineDuckTime ) { controller.SoundChangeVolume( m_pEngineSound, RemapValClamped(speedRatio, 0, 1.0, ENGINE_MIN_VOLUME, ENGINE_MAX_VOLUME ), 0.0 ); controller.SoundChangePitch( m_pEngineSound, RemapValClamped( speedRatio, 0, 1.0, ENGINE_MIN_PITCH, ENGINE_MAX_PITCH ), 0 ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropAirboat::UpdateFanSound( CSoundEnvelopeController &controller, float speedRatio ) { #define FAN_MIN_VOLUME 0.0 #define FAN_MAX_VOLUME 0.82 #define FAN_DUCK_VOLUME 0.22 #define FAN_CHANGE_VOLUME_TIME 1.0 // seconds over which to change the volume #define FAN_DUCK_TIME 2.0 // seconds over which to duck the fan sound // Manage the state of the fan sound. if (speedRatio >= 0.8) { // Crossfade between a 'max speed' fan sound and the normal fan sound. controller.SoundChangeVolume( m_pFanSound, RemapValClamped( speedRatio, 0.8, 1.0, FAN_MAX_VOLUME, FAN_MIN_VOLUME ), FAN_CHANGE_VOLUME_TIME ); controller.SoundChangeVolume( m_pFanMaxSpeedSound, RemapValClamped( speedRatio, 0.8, 1.0, FAN_MIN_VOLUME, FAN_MAX_VOLUME ), FAN_CHANGE_VOLUME_TIME ); if (!m_bFadeOutFan) { m_bFadeOutFan = true; controller.SoundChangeVolume( m_pFanSound, FAN_DUCK_VOLUME, FAN_DUCK_TIME ); } } else { m_bFadeOutFan = false; controller.SoundChangeVolume( m_pFanSound, RemapValClamped( fabs(m_flThrottle), 0, 1.0, FAN_MIN_VOLUME, FAN_MAX_VOLUME ), 0.25 ); controller.SoundChangeVolume( m_pFanMaxSpeedSound, 0.0, 0.0 ); } controller.SoundChangePitch( m_pFanSound, 100 * (fabs(m_flThrottle) + 0.2), 0.25 ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropAirboat::UpdateWaterSound( CSoundEnvelopeController &controller, float speedRatio ) { int nWaterLevel = GetWaterLevel(); // Manage the state of the water stopped sound (gentle lapping at the pontoons). if ( nWaterLevel == 0 ) { controller.SoundChangeVolume(m_pWaterStoppedSound, 0.0, 0.0); } else { if ( m_nPrevWaterLevel == 0 ) { Vector vecVelocityWorld; GetVelocity( &vecVelocityWorld, NULL ); if ( ( fabs( vecVelocityWorld.x ) > 400 ) || ( fabs( vecVelocityWorld.y ) > 400 ) || ( fabs( vecVelocityWorld.z ) > 400 ) ) { // Landed in the water. Play a splash sound. EmitSound( "Airboat_impact_splash" ); if ( fabs( vecVelocityWorld.z ) > 200 ) { // Landed hard in the water. Play a smack sound. EmitSound( "Airboat_impact_hard" ); } } } if (speedRatio <= 0.1) { if (!controller.SoundGetVolume(m_pWaterStoppedSound)) { // Fade in the water stopped sound over 2 seconds. controller.SoundChangeVolume(m_pWaterStoppedSound, 1.0, 2.0); m_flWaterStoppedPitchTime = gpGlobals->curtime + random->RandomFloat(1.0, 3.0); } else if (gpGlobals->curtime > m_flWaterStoppedPitchTime) { controller.SoundChangeVolume(m_pWaterStoppedSound, random->RandomFloat(0.2, 1.0), random->RandomFloat(1.0, 3.0)); controller.SoundChangePitch(m_pWaterStoppedSound, random->RandomFloat(90, 110), random->RandomFloat(1.0, 3.0)); m_flWaterStoppedPitchTime = gpGlobals->curtime + random->RandomFloat(2.0, 4.0); } } else { if (controller.SoundGetVolume(m_pWaterStoppedSound)) { // Fade out the water stopped sound over 1 second. controller.SoundChangeVolume(m_pWaterStoppedSound, 0.0, 1.0); } } } // Manage the state of the water fast sound (water hissing under the pontoons). if ( nWaterLevel == 0 ) { controller.SoundChangeVolume(m_pWaterFastSound, 0.0, 0.0); } else { controller.SoundChangeVolume( m_pWaterFastSound, speedRatio, 0.0 ); } m_nPrevWaterLevel = nWaterLevel; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropAirboat::UpdateSound() { if (!GetDriver()) return; CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); // Sample the data that we need for sounds. CFourWheelVehiclePhysics *pPhysics = GetPhysics(); int speed = pPhysics->GetSpeed(); int maxSpeed = pPhysics->GetMaxSpeed(); float speedRatio = clamp((float)speed / (float)maxSpeed, 0, 1); //Msg("speedRatio=%f\n", speedRatio); UpdateWeaponSound(); UpdateEngineSound( controller, speedRatio ); UpdateFanSound( controller, speedRatio ); UpdateWaterSound( controller, speedRatio ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropAirboat::UpdateSplashEffects( void ) { // Splash effects. CreateSplash( AIRBOAT_SPLASH_RIPPLE ); // CreateSplash( AIRBOAT_SPLASH_SPRAY ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- const char *CPropAirboat::GetTracerType( void ) { if ( gpGlobals->curtime >= m_flNextHeavyShotTime ) return "AirboatGunHeavyTracer"; return "AirboatGunTracer"; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropAirboat::DoMuzzleFlash( void ) { CEffectData data; data.m_nEntIndex = entindex(); data.m_nAttachmentIndex = m_nGunBarrelAttachment; data.m_flScale = 1.0f; DispatchEffect( "AirboatMuzzleFlash", data ); BaseClass::DoMuzzleFlash(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- #define GUN_WINDUP_TIME 1.5f // NVNT Convar for airboat gun magnitude ConVar hap_airboat_gun_mag("hap_airboat_gun_mag", "3", 0); void CPropAirboat::FireGun( ) { // Get the gun position. Vector vecGunPosition; Vector vecForward; GetAttachment( m_nGunBarrelAttachment, vecGunPosition, &vecForward ); // NOTE: For the airboat, unable to fire really means the aim is clamped Vector vecAimPoint; if ( !m_bUnableToFire ) { // Trace from eyes and see what we hit. ComputeAimPoint( &vecAimPoint ); } else { // We hit the clamp; just fire whichever way the gun is facing VectorMA( vecGunPosition, 1000.0f, vecForward, vecAimPoint ); } // Get a ray from the gun to the target. Vector vecRay = vecAimPoint - vecGunPosition; VectorNormalize( vecRay ); /* // Get the aiming direction Vector vecRay; AngleVectors( vecGunAngles, &vecRay ); VectorNormalize( vecRay ); */ CAmmoDef *pAmmoDef = GetAmmoDef(); int ammoType = pAmmoDef->Index( "AirboatGun" ); #if defined( WIN32 ) && !defined( _X360 ) // NVNT punch the players haptics by the magnitude cvar each round fired HapticPunch(m_hPlayer,0,0,hap_airboat_gun_mag.GetFloat()); #endif FireBulletsInfo_t info; info.m_vecSrc = vecGunPosition; info.m_vecDirShooting = vecRay; info.m_flDistance = 4096; info.m_iAmmoType = ammoType; info.m_nFlags = FIRE_BULLETS_TEMPORARY_DANGER_SOUND; if ( gpGlobals->curtime >= m_flNextHeavyShotTime ) { info.m_iShots = 1; info.m_vecSpread = VECTOR_CONE_PRECALCULATED; info.m_flDamageForceScale = 1000.0f; } else { info.m_iShots = 2; info.m_vecSpread = VECTOR_CONE_5DEGREES; } FireBullets( info ); CBaseEntity *pDriver = GetDriver(); CBasePlayer *pPlayerDriver; if( pDriver && pDriver->IsPlayer() ) { pPlayerDriver = dynamic_cast(pDriver); if( pPlayerDriver ) { pPlayerDriver->RumbleEffect( RUMBLE_AIRBOAT_GUN, 0, RUMBLE_FLAG_LOOP|RUMBLE_FLAG_ONLYONE ); } } DoMuzzleFlash(); // NOTE: This must occur after FireBullets if ( gpGlobals->curtime >= m_flNextHeavyShotTime ) { m_flNextHeavyShotTime = gpGlobals->curtime + CANNON_HEAVY_SHOT_INTERVAL; } if ( gpGlobals->curtime >= m_flNextGunShakeTime ) { UTIL_ScreenShakeObject( this, WorldSpaceCenter(), 0.2, 250.0, CANNON_SHAKE_INTERVAL, 250, SHAKE_START ); m_flNextGunShakeTime = gpGlobals->curtime + 0.5 * CANNON_SHAKE_INTERVAL; } // Specifically kill APC missiles in the cone. But we're going to totally cheat // because it's hard to hit them when they are close. // Use the player's eye position as the center of the cone. if ( !m_hPlayer ) return; Vector vecEyeDirection, vecEyePosition; if ( !m_bUnableToFire ) { if ( IsX360() ) { GetAttachment( m_nGunBarrelAttachment, vecEyePosition, &vecEyeDirection ); } else { vecEyePosition = m_hPlayer->EyePosition(); m_hPlayer->EyeVectors( &vecEyeDirection, NULL, NULL ); } } else { vecEyePosition = vecGunPosition; vecEyeDirection = vecRay; } CAPCMissile *pEnt = FindAPCMissileInCone( vecEyePosition, vecEyeDirection, 2.5f ); if ( pEnt && (pEnt->GetHealth() > 0) ) { CTakeDamageInfo info( this, this, 1, DMG_AIRBOAT ); CalculateBulletDamageForce( &info, ammoType, vecRay, pEnt->WorldSpaceCenter() ); pEnt->TakeDamage( info ); Vector vecVelocity = pEnt->GetAbsVelocity(); // Pick a vector perpendicular to the vecRay which will push it away from the airboat Vector vecPerp; CrossProduct( Vector( 0, 0, 1 ), vecRay, vecPerp ); vecPerp.z = 0.0f; if ( VectorNormalize( vecPerp ) > 1e-3 ) { Vector vecCurrentDir; GetVectors( &vecCurrentDir, NULL, NULL ); if ( DotProduct( vecPerp, vecCurrentDir ) > 0.0f ) { vecPerp *= -1.0f; } vecPerp *= random->RandomFloat( 15, 25 ); vecVelocity += vecPerp; pEnt->SetAbsVelocity( vecVelocity ); // pEnt->DisableGuiding(); } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- #define FIRING_DISCHARGE_RATE (1.0f / 3.0f) void CPropAirboat::UpdateGunState( CUserCmd *ucmd ) { bool bStopRumble = false; if ( ucmd->buttons & IN_ATTACK ) { if ( m_nGunState == GUN_STATE_IDLE ) { // AddGestureSequence( LookupSequence( "fire_gun" ) ); m_nGunState = GUN_STATE_FIRING; } if ( m_nAmmoCount > 0 ) { RemoveAmmo( FIRING_DISCHARGE_RATE ); FireGun( ); if ( m_nAmmoCount == 0 ) { EmitSound( "Airboat.FireGunRevDown" ); bStopRumble = true; // RemoveAllGestures(); } } } else { if ( m_nGunState != GUN_STATE_IDLE ) { if ( m_nAmmoCount != 0 ) { EmitSound( "Airboat.FireGunRevDown" ); bStopRumble = true; // RemoveAllGestures(); } m_nGunState = GUN_STATE_IDLE; } } if( bStopRumble ) { CBaseEntity *pDriver = GetDriver(); CBasePlayer *pPlayerDriver; if( pDriver && pDriver->IsPlayer() ) { pPlayerDriver = dynamic_cast(pDriver); if( pPlayerDriver ) { pPlayerDriver->RumbleEffect( RUMBLE_AIRBOAT_GUN, 0, RUMBLE_FLAG_STOP ); } } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropAirboat::DriveVehicle( float flFrameTime, CUserCmd *ucmd, int iButtonsDown, int iButtonsReleased ) { if ( ucmd->impulse == 100 ) { if (HeadlightIsOn()) { HeadlightTurnOff(); } else { HeadlightTurnOn(); } } // Fire gun. if ( HasGun() ) { UpdateGunState( ucmd ); } m_VehiclePhysics.UpdateDriverControls( ucmd, TICK_INTERVAL ); // Create splashes. UpdateSplashEffects(); // Save this data. m_flThrottle = m_VehiclePhysics.GetThrottle(); m_nSpeed = m_VehiclePhysics.GetSpeed(); m_nRPM = m_VehiclePhysics.GetRPM(); } //----------------------------------------------------------------------------- // Purpose: // Input : *pPlayer - // *pMoveData - //----------------------------------------------------------------------------- void CPropAirboat::ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData ) { BaseClass::ProcessMovement( pPlayer, pMoveData ); if ( gpGlobals->frametime != 0 ) { // Create danger sounds in front of the vehicle. CreateDangerSounds(); // Play a sound around us to make NPCs pay attention to us if ( m_VehiclePhysics.GetThrottle() > 0 ) { CSoundEnt::InsertSound( SOUND_PLAYER_VEHICLE, pPlayer->GetAbsOrigin(), 3500, 0.1f, pPlayer, SOUNDENT_CHANNEL_REPEATED_PHYSICS_DANGER ); } } Vector vecVelocityWorld; GetVelocity( &vecVelocityWorld, NULL ); Vector vecVelocityLocal; WorldToEntitySpace( GetAbsOrigin() + vecVelocityWorld, &vecVelocityLocal ); m_vecPhysVelocity = vecVelocityLocal; } //----------------------------------------------------------------------------- // Purpose: Create danger sounds in front of the vehicle. //----------------------------------------------------------------------------- void CPropAirboat::CreateDangerSounds( void ) { QAngle vehicleAngles = GetLocalAngles(); Vector vecStart = GetAbsOrigin(); Vector vecDir, vecRight; GetVectors( &vecDir, &vecRight, NULL ); const float soundDuration = 0.25; float speed = m_VehiclePhysics.GetHLSpeed(); // Make danger sounds ahead of the vehicle if ( fabs(speed) > 120 ) { Vector vecSpot; float steering = m_VehiclePhysics.GetSteering(); if ( steering != 0 ) { if ( speed > 0 ) { vecDir += vecRight * steering * 0.5; } else { vecDir -= vecRight * steering * 0.5; } VectorNormalize(vecDir); } const float radius = speed * 0.4; // 0.7 seconds ahead vecSpot = vecStart + vecDir * (speed * 0.7f); CSoundEnt::InsertSound( SOUND_DANGER, vecSpot, radius, soundDuration, this, SOUNDENT_CHANNEL_REPEATED_DANGER ); CSoundEnt::InsertSound( SOUND_PHYSICS_DANGER, vecSpot, radius, soundDuration, this, SOUNDENT_CHANNEL_REPEATED_PHYSICS_DANGER ); //NDebugOverlay::Box(vecSpot, Vector(-radius,-radius,-radius),Vector(radius,radius,radius), 255, 0, 255, 0, soundDuration); #if 0 // put sounds a bit to left and right but slightly closer to vehicle to make // a "cone" of sound in front of it. trace_t tr; vecSpot = vecStart + vecDir * (speed * 0.5f) - vecRight * speed * 0.5; UTIL_TraceLine( vecStart, vecSpot, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); CSoundEnt::InsertSound( SOUND_DANGER, vecSpot, 400, soundDuration, this, 1 ); vecSpot = vecStart + vecDir * (speed * 0.5f) + vecRight * speed * 0.5; UTIL_TraceLine( vecStart, vecSpot, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); CSoundEnt::InsertSound( SOUND_DANGER, vecSpot, 400, soundDuration, this, 2); #endif } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropAirboat::DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles ) { // Get the frametime. (Check to see if enough time has passed to warrent dampening). float flFrameTime = gpGlobals->frametime; if ( flFrameTime < AIRBOAT_FRAMETIME_MIN ) { vecVehicleEyePos = m_vecLastEyePos; DampenUpMotion( vecVehicleEyePos, vecVehicleEyeAngles, 0.0f ); return; } // Keep static the sideways motion. // Dampen forward/backward motion. DampenForwardMotion( vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime ); // Blend up/down motion. DampenUpMotion( vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime ); } //----------------------------------------------------------------------------- // Use the controller as follows: // speed += ( pCoefficientsOut[0] * ( targetPos - currentPos ) + pCoefficientsOut[1] * ( targetSpeed - currentSpeed ) ) * flDeltaTime; //----------------------------------------------------------------------------- void CPropAirboat::ComputePDControllerCoefficients( float *pCoefficientsOut, float flFrequency, float flDampening, float flDeltaTime ) { float flKs = 9.0f * flFrequency * flFrequency; float flKd = 4.5f * flFrequency * flDampening; float flScale = 1.0f / ( 1.0f + flKd * flDeltaTime + flKs * flDeltaTime * flDeltaTime ); pCoefficientsOut[0] = flKs * flScale; pCoefficientsOut[1] = ( flKd + flKs * flDeltaTime ) * flScale; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropAirboat::DampenForwardMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime ) { // Get forward vector. Vector vecForward; AngleVectors( vecVehicleEyeAngles, &vecForward); // Simulate the eye position forward based on the data from last frame // (assumes no acceleration - it will get that from the "spring"). Vector vecCurrentEyePos = m_vecLastEyePos + m_vecEyeSpeed * flFrameTime; // Calculate target speed based on the current vehicle eye position and the last vehicle eye position and frametime. Vector vecVehicleEyeSpeed = ( vecVehicleEyePos - m_vecLastEyeTarget ) / flFrameTime; m_vecLastEyeTarget = vecVehicleEyePos; // Calculate the speed and position deltas. Vector vecDeltaSpeed = vecVehicleEyeSpeed - m_vecEyeSpeed; Vector vecDeltaPos = vecVehicleEyePos - vecCurrentEyePos; // Clamp. if ( vecDeltaPos.Length() > AIRBOAT_DELTA_LENGTH_MAX ) { float flSign = vecForward.Dot( vecVehicleEyeSpeed ) >= 0.0f ? -1.0f : 1.0f; vecVehicleEyePos += flSign * ( vecForward * AIRBOAT_DELTA_LENGTH_MAX ); m_vecLastEyePos = vecVehicleEyePos; m_vecEyeSpeed = vecVehicleEyeSpeed; return; } // Generate an updated (dampening) speed for use in next frames position extrapolation. float flCoefficients[2]; ComputePDControllerCoefficients( flCoefficients, r_AirboatViewDampenFreq.GetFloat(), r_AirboatViewDampenDamp.GetFloat(), flFrameTime ); m_vecEyeSpeed += ( ( flCoefficients[0] * vecDeltaPos + flCoefficients[1] * vecDeltaSpeed ) * flFrameTime ); // Save off data for next frame. m_vecLastEyePos = vecCurrentEyePos; // Move eye forward/backward. Vector vecForwardOffset = vecForward * ( vecForward.Dot( vecDeltaPos ) ); vecVehicleEyePos -= vecForwardOffset; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropAirboat::DampenUpMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime ) { // Get up vector. Vector vecUp; AngleVectors( vecVehicleEyeAngles, NULL, NULL, &vecUp ); vecUp.z = clamp( vecUp.z, 0.0f, vecUp.z ); vecVehicleEyePos.z += r_AirboatViewZHeight.GetFloat() * vecUp.z; // NOTE: Should probably use some damped equation here. } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropAirboat::CreateSplash( int nSplashType ) { if ( GetWaterLevel( ) == 0 ) return; Vector vecSplashPoint; Vector vecForward, vecUp; GetAttachment( m_nSplashAttachment, vecSplashPoint, &vecForward, &vecUp, NULL ); CEffectData data; data.m_fFlags = 0; data.m_vOrigin = vecSplashPoint; if ( GetWaterType() & CONTENTS_SLIME ) { data.m_fFlags |= FX_WATER_IN_SLIME; } switch ( nSplashType ) { case AIRBOAT_SPLASH_SPRAY: { Vector vecSplashDir; vecSplashDir = ( vecForward + vecUp ) * 0.5f; VectorNormalize( vecSplashDir ); data.m_vNormal = vecSplashDir; data.m_flScale = 10.0f + random->RandomFloat( 0, 10.0f * 0.25 ); //DispatchEffect( "waterripple", data ); DispatchEffect( "watersplash", data ); } case AIRBOAT_SPLASH_RIPPLE: { /* Vector vecSplashDir; vecSplashDir = vecUp; data.m_vNormal = vecSplashDir; data.m_flScale = AIRBOAT_SPLASH_RIPPLE_SIZE + random->RandomFloat( 0, AIRBOAT_SPLASH_RIPPLE_SIZE * 0.25 ); DispatchEffect( "waterripple", data ); */ } default: { return; } } } //----------------------------------------------------------------------------- // Purpose: Overloaded to calculate stress damage. //----------------------------------------------------------------------------- void CPropAirboat::VPhysicsUpdate( IPhysicsObject *pPhysics ) { BaseClass::VPhysicsUpdate( pPhysics ); if ( airboat_fatal_stress.GetFloat() > 0 ) { ApplyStressDamage( pPhysics ); } } //----------------------------------------------------------------------------- // Purpose: Returns the damage that should be dealt to the driver due to // stress (vphysics objects exerting pressure on us). //----------------------------------------------------------------------------- float CPropAirboat::CalculatePhysicsStressDamage( vphysics_objectstress_t *pStressOut, IPhysicsObject *pPhysics ) { vphysics_objectstress_t stressOut; CalculateObjectStress( pPhysics, this, &stressOut ); //if ( ( stressOut.exertedStress > 100 ) || ( stressOut.receivedStress > 100 ) ) // Msg( "stress: %f %d %f\n", stressOut.exertedStress, stressOut.hasNonStaticStress, stressOut.receivedStress ); // Make sure the stress isn't from being stuck inside some static object. // If we're being crushed by more than the fatal stress amount, kill the driver. if ( stressOut.hasNonStaticStress && ( stressOut.receivedStress > airboat_fatal_stress.GetFloat() ) ) { // if stuck, don't do this! if ( !(pPhysics->GetGameFlags() & FVPHYSICS_PENETRATING) ) { // Kill the driver! return 1000; } } return 0; } //----------------------------------------------------------------------------- // Purpose: Applies stress damage to the player/driver. //----------------------------------------------------------------------------- void CPropAirboat::ApplyStressDamage( IPhysicsObject *pPhysics ) { vphysics_objectstress_t stressOut; float damage = CalculatePhysicsStressDamage( &stressOut, pPhysics ); if ( ( damage > 0 ) && ( m_hPlayer != NULL ) ) { CTakeDamageInfo dmgInfo( GetWorldEntity(), GetWorldEntity(), vec3_origin, vec3_origin, damage, DMG_CRUSH ); dmgInfo.SetDamageForce( Vector( 0, 0, -stressOut.receivedStress * GetCurrentGravity() * gpGlobals->frametime ) ); dmgInfo.SetDamagePosition( GetAbsOrigin() ); m_hPlayer->TakeDamage( dmgInfo ); } }