//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "npcevent.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 "hl2_player.h" #include "props.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define VEHICLE_HITBOX_DRIVER 1 // // Anim events. // enum { AE_POD_OPEN = 1, // The pod is now open and can be entered or exited. AE_POD_CLOSE = 2, // The pod is now closed and cannot be entered or exited. }; extern ConVar g_debug_vehicledriver; class CPropVehiclePrisonerPod; // Pod bones that have physics followers static const char *pPodFollowerBoneNames[] = { "base", }; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CPrisonerPodServerVehicle : public CBaseServerVehicle { typedef CBaseServerVehicle BaseClass; // IServerVehicle public: void GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV = NULL ); virtual void ItemPostFrame( CBasePlayer *pPlayer ); virtual bool IsPassengerEntering( void ) { return false; } // NOTE: This mimics the scenario HL2 would have seen virtual bool IsPassengerExiting( void ) { return false; } protected: CPropVehiclePrisonerPod *GetPod( void ); }; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CPropVehiclePrisonerPod : public CPhysicsProp, public IDrivableVehicle { DECLARE_CLASS( CPropVehiclePrisonerPod, CPhysicsProp ); public: DECLARE_DATADESC(); DECLARE_SERVERCLASS(); CPropVehiclePrisonerPod( void ) { m_ServerVehicle.SetVehicle( this ); } ~CPropVehiclePrisonerPod( void ) { } // CBaseEntity virtual void Precache( void ); void Spawn( void ); void Think(void); virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_IMPULSE_USE; }; virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); virtual void DrawDebugGeometryOverlays( void ); virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy = true ); virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ); virtual int OnTakeDamage( const CTakeDamageInfo &info ); void PlayerControlInit( CBasePlayer *pPlayer ); void PlayerControlShutdown( void ); void ResetUseKey( CBasePlayer *pPlayer ); virtual bool OverridePropdata() { return true; } void GetVectors(Vector* pForward, Vector* pRight, Vector* pUp) const; bool ShouldForceExit() { return m_bForcedExit; } void ClearForcedExit() { m_bForcedExit = false; } // CBaseAnimating void HandleAnimEvent( animevent_t *pEvent ); // Inputs void InputEnterVehicleImmediate( inputdata_t &inputdata ); void InputEnterVehicle( inputdata_t &inputdata ); void InputExitVehicle( inputdata_t &inputdata ); void InputLock( inputdata_t &inputdata ); void InputUnlock( inputdata_t &inputdata ); void InputOpen( inputdata_t &inputdata ); void InputClose( inputdata_t &inputdata ); CNetworkHandle( CBasePlayer, m_hPlayer ); // IDrivableVehicle public: virtual bool PassengerShouldReceiveDamage( CTakeDamageInfo &info ) { if ( info.GetDamageType() & DMG_VEHICLE ) return true; return (info.GetDamageType() & (DMG_RADIATION|DMG_BLAST) ) == 0; } virtual CBaseEntity *GetDriver( void ); virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData ) { return; } virtual void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) { return; } virtual bool CanEnterVehicle( CBaseEntity *pEntity ); virtual bool CanExitVehicle( CBaseEntity *pEntity ); virtual void SetVehicleEntryAnim( bool bOn ); virtual void SetVehicleExitAnim( bool bOn, Vector vecEyeExitEndpoint ) { m_bExitAnimOn = bOn; if ( bOn ) m_vecEyeExitEndpoint = vecEyeExitEndpoint; } virtual void EnterVehicle( CBaseCombatCharacter *pPassenger ); virtual bool AllowBlockedExit( CBaseCombatCharacter *pPassenger, int nRole ) { return true; } virtual bool AllowMidairExit( CBaseCombatCharacter *pPassenger, int nRole ) { return true; } virtual void PreExitVehicle( CBaseCombatCharacter *pPassenger, int nRole ) {} virtual void ExitVehicle( int nRole ); virtual void ItemPostFrame( CBasePlayer *pPlayer ) {} virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) {} virtual string_t GetVehicleScriptName() { return m_vehicleScript; } // If this is a vehicle, returns the vehicle interface virtual IServerVehicle *GetServerVehicle() { return &m_ServerVehicle; } protected: // Contained IServerVehicle CPrisonerPodServerVehicle m_ServerVehicle; private: // Entering / Exiting bool m_bLocked; CNetworkVar( bool, m_bEnterAnimOn ); CNetworkVar( bool, m_bExitAnimOn ); CNetworkVector( m_vecEyeExitEndpoint ); bool m_bForcedExit; // Vehicle script filename string_t m_vehicleScript; COutputEvent m_playerOn; COutputEvent m_playerOff; COutputEvent m_OnOpen; COutputEvent m_OnClose; }; LINK_ENTITY_TO_CLASS( prop_vehicle_prisoner_pod, CPropVehiclePrisonerPod ); BEGIN_DATADESC( CPropVehiclePrisonerPod ) // Inputs DEFINE_INPUTFUNC( FIELD_VOID, "Lock", InputLock ), DEFINE_INPUTFUNC( FIELD_VOID, "Unlock", InputUnlock ), DEFINE_INPUTFUNC( FIELD_VOID, "EnterVehicle", InputEnterVehicle ), DEFINE_INPUTFUNC( FIELD_VOID, "EnterVehicleImmediate", InputEnterVehicleImmediate ), DEFINE_INPUTFUNC( FIELD_VOID, "ExitVehicle", InputExitVehicle ), DEFINE_INPUTFUNC( FIELD_VOID, "Open", InputOpen ), DEFINE_INPUTFUNC( FIELD_VOID, "Close", InputClose ), // Keys DEFINE_EMBEDDED( m_ServerVehicle ), DEFINE_FIELD( m_hPlayer, FIELD_EHANDLE ), DEFINE_FIELD( m_bEnterAnimOn, FIELD_BOOLEAN ), DEFINE_FIELD( m_bExitAnimOn, FIELD_BOOLEAN ), DEFINE_FIELD( m_bForcedExit, FIELD_BOOLEAN ), DEFINE_FIELD( m_vecEyeExitEndpoint, FIELD_POSITION_VECTOR ), DEFINE_KEYFIELD( m_vehicleScript, FIELD_STRING, "vehiclescript" ), DEFINE_KEYFIELD( m_bLocked, FIELD_BOOLEAN, "vehiclelocked" ), DEFINE_OUTPUT( m_playerOn, "PlayerOn" ), DEFINE_OUTPUT( m_playerOff, "PlayerOff" ), DEFINE_OUTPUT( m_OnOpen, "OnOpen" ), DEFINE_OUTPUT( m_OnClose, "OnClose" ), END_DATADESC() IMPLEMENT_SERVERCLASS_ST(CPropVehiclePrisonerPod, DT_PropVehiclePrisonerPod) SendPropEHandle(SENDINFO(m_hPlayer)), SendPropBool(SENDINFO(m_bEnterAnimOn)), SendPropBool(SENDINFO(m_bExitAnimOn)), SendPropVector(SENDINFO(m_vecEyeExitEndpoint), -1, SPROP_COORD), END_SEND_TABLE(); //------------------------------------------------ // Precache //------------------------------------------------ void CPropVehiclePrisonerPod::Precache( void ) { BaseClass::Precache(); PrecacheScriptSound( "d3_citadel.pod_open" ); PrecacheScriptSound( "d3_citadel.pod_close" ); m_ServerVehicle.Initialize( STRING(m_vehicleScript) ); } //------------------------------------------------ // Spawn //------------------------------------------------ void CPropVehiclePrisonerPod::Spawn( void ) { Precache(); SetModel( STRING( GetModelName() ) ); SetCollisionGroup( COLLISION_GROUP_VEHICLE ); BaseClass::Spawn(); m_takedamage = DAMAGE_EVENTS_ONLY; SetNextThink( gpGlobals->curtime ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropVehiclePrisonerPod::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 CPropVehiclePrisonerPod::OnTakeDamage( const CTakeDamageInfo &inputInfo ) { // Do scaled up physics damage to the pod CTakeDamageInfo info = inputInfo; info.ScaleDamage( 25 ); // reset the damage info.SetDamage( inputInfo.GetDamage() ); // Check to do damage to prisoner 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 CPropVehiclePrisonerPod::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 CPropVehiclePrisonerPod::Think(void) { SetNextThink( gpGlobals->curtime + 0.1 ); if ( GetDriver() ) { BaseClass::Think(); // If the enter or exit animation has finished, tell the server vehicle if ( IsSequenceFinished() && (m_bExitAnimOn || m_bEnterAnimOn) ) { GetServerVehicle()->HandleEntryExitFinish( m_bExitAnimOn, true ); } } StudioFrameAdvance(); DispatchAnimEvents( this ); } //------------------------------------------------------------------------------ // Purpose: //------------------------------------------------------------------------------ void CPropVehiclePrisonerPod::InputOpen( inputdata_t &inputdata ) { int nSequence = LookupSequence( "open" ); // Set to the desired anim, or default anim if the desired is not present if ( nSequence > ACTIVITY_NOT_AVAILABLE ) { SetCycle( 0 ); m_flAnimTime = gpGlobals->curtime; ResetSequence( nSequence ); ResetClientsideFrame(); EmitSound( "d3_citadel.pod_open" ); } else { // Not available try to get default anim Msg( "Prisoner pod %s: missing open sequence\n", GetDebugName() ); SetSequence( 0 ); } } //------------------------------------------------------------------------------ // Purpose: //------------------------------------------------------------------------------ void CPropVehiclePrisonerPod::InputClose( inputdata_t &inputdata ) { // The enter anim closes the pod, so don't do this redundantly! if ( m_bLocked || m_bEnterAnimOn ) return; int nSequence = LookupSequence( "close" ); // Set to the desired anim, or default anim if the desired is not present if ( nSequence > ACTIVITY_NOT_AVAILABLE ) { SetCycle( 0 ); m_flAnimTime = gpGlobals->curtime; ResetSequence( nSequence ); ResetClientsideFrame(); EmitSound( "d3_citadel.pod_close" ); } else { // Not available try to get default anim Msg( "Prisoner pod %s: missing close sequence\n", GetDebugName() ); SetSequence( 0 ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropVehiclePrisonerPod::HandleAnimEvent( animevent_t *pEvent ) { if ( pEvent->event == AE_POD_OPEN ) { m_OnOpen.FireOutput( this, this ); m_bLocked = false; } else if ( pEvent->event == AE_POD_CLOSE ) { m_OnClose.FireOutput( this, this ); m_bLocked = true; } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropVehiclePrisonerPod::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 CPropVehiclePrisonerPod::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 is allowed to exit the vehicle. //----------------------------------------------------------------------------- bool CPropVehiclePrisonerPod::CanExitVehicle( CBaseEntity *pEntity ) { // Prevent exiting if the vehicle's locked, rotating, or playing an entry/exit anim. return ( !m_bLocked && (GetLocalAngularVelocity() == vec3_angle) && !m_bEnterAnimOn && !m_bExitAnimOn ); } //----------------------------------------------------------------------------- // Purpose: Override base class to add display //----------------------------------------------------------------------------- void CPropVehiclePrisonerPod::DrawDebugGeometryOverlays(void) { // Draw if BBOX is on if ( m_debugOverlays & OVERLAY_BBOX_BIT ) { } BaseClass::DrawDebugGeometryOverlays(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropVehiclePrisonerPod::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_ServerVehicle.SoundStart(); } else { // NPCs are not supported yet - jdw Assert( 0 ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropVehiclePrisonerPod::SetVehicleEntryAnim( bool bOn ) { m_bEnterAnimOn = bOn; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropVehiclePrisonerPod::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 CPropVehiclePrisonerPod::ResetUseKey( CBasePlayer *pPlayer ) { pPlayer->m_afButtonPressed &= ~IN_USE; } //----------------------------------------------------------------------------- // Purpose: Vehicles are permanently oriented off angle for vphysics. //----------------------------------------------------------------------------- void CPropVehiclePrisonerPod::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 *CPropVehiclePrisonerPod::GetDriver( void ) { return m_hPlayer; } //----------------------------------------------------------------------------- // Purpose: Prevent the player from entering / exiting the vehicle //----------------------------------------------------------------------------- void CPropVehiclePrisonerPod::InputLock( inputdata_t &inputdata ) { m_bLocked = true; } //----------------------------------------------------------------------------- // Purpose: Allow the player to enter / exit the vehicle //----------------------------------------------------------------------------- void CPropVehiclePrisonerPod::InputUnlock( inputdata_t &inputdata ) { m_bLocked = false; } //----------------------------------------------------------------------------- // Purpose: Force the player to enter the vehicle. //----------------------------------------------------------------------------- void CPropVehiclePrisonerPod::InputEnterVehicle( inputdata_t &inputdata ) { if ( m_bEnterAnimOn ) return; // Try the activator first & use them if they are a player. CBaseCombatCharacter *pPassenger = ToBaseCombatCharacter( inputdata.pActivator ); if ( pPassenger == NULL ) { // Activator was not a player, just grab the singleplayer player. pPassenger = UTIL_PlayerByIndex( 1 ); if ( pPassenger == NULL ) return; } // FIXME: I hate code like this. I should really add a parameter to HandlePassengerEntry // to allow entry into locked vehicles bool bWasLocked = m_bLocked; m_bLocked = false; GetServerVehicle()->HandlePassengerEntry( pPassenger, true ); m_bLocked = bWasLocked; } //----------------------------------------------------------------------------- // Purpose: // Input : &inputdata - //----------------------------------------------------------------------------- void CPropVehiclePrisonerPod::InputEnterVehicleImmediate( inputdata_t &inputdata ) { if ( m_bEnterAnimOn ) return; // Try the activator first & use them if they are a player. CBaseCombatCharacter *pPassenger = ToBaseCombatCharacter( inputdata.pActivator ); if ( pPassenger == NULL ) { // Activator was not a player, just grab the singleplayer player. pPassenger = UTIL_PlayerByIndex( 1 ); if ( pPassenger == NULL ) return; } CBasePlayer *pPlayer = ToBasePlayer( pPassenger ); if ( pPlayer != NULL ) { if ( pPlayer->IsInAVehicle() ) { // Force the player out of whatever vehicle they are in. pPlayer->LeaveVehicle(); } pPlayer->GetInVehicle( GetServerVehicle(), VEHICLE_ROLE_DRIVER ); } else { // NPCs are not currently supported - jdw Assert( 0 ); } } //----------------------------------------------------------------------------- // Purpose: Force the player to exit the vehicle. //----------------------------------------------------------------------------- void CPropVehiclePrisonerPod::InputExitVehicle( inputdata_t &inputdata ) { m_bForcedExit = true; } //======================================================================================================================================== // CRANE VEHICLE SERVER VEHICLE //======================================================================================================================================== CPropVehiclePrisonerPod *CPrisonerPodServerVehicle::GetPod( void ) { return (CPropVehiclePrisonerPod *)GetDrivableVehicle(); } //----------------------------------------------------------------------------- // Purpose: // Input : pPlayer - //----------------------------------------------------------------------------- void CPrisonerPodServerVehicle::ItemPostFrame( CBasePlayer *player ) { Assert( player == GetDriver() ); GetDrivableVehicle()->ItemPostFrame( player ); if (( player->m_afButtonPressed & IN_USE ) || GetPod()->ShouldForceExit() ) { GetPod()->ClearForcedExit(); if ( GetDrivableVehicle()->CanExitVehicle(player) ) { // Let the vehicle try to play the exit animation if ( !HandlePassengerExit( player ) && ( player != NULL ) ) { player->PlayUseDenySound(); } } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPrisonerPodServerVehicle::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; GetPod()->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 ); }