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139 lines
6.3 KiB
139 lines
6.3 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef ISERVERVEHICLE_H |
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#define ISERVERVEHICLE_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "IVehicle.h" |
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#include "vphysics/vehicles.h" |
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class CBaseEntity; |
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class CBasePlayer; |
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class CBaseCombatCharacter; |
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class CNPC_VehicleDriver; |
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enum VehicleSeatQuery_e; |
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// This is used by the player to access vehicles. It's an interface so the |
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// vehicles are not restricted in what they can derive from. |
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abstract_class IServerVehicle : public IVehicle |
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{ |
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public: |
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// Get the entity associated with the vehicle. |
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virtual CBaseEntity* GetVehicleEnt() = 0; |
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// Get and set the current driver. Use PassengerRole_t enum in shareddefs.h for adding passengers |
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virtual void SetPassenger( int nRole, CBaseCombatCharacter *pPassenger ) = 0; |
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// Is the player visible while in the vehicle? (this is a constant the vehicle) |
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virtual bool IsPassengerVisible( int nRole = VEHICLE_ROLE_DRIVER ) = 0; |
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// Can a given passenger take damage? |
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virtual bool IsPassengerDamagable( int nRole = VEHICLE_ROLE_DRIVER ) = 0; |
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virtual bool PassengerShouldReceiveDamage( CTakeDamageInfo &info ) = 0; |
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// Is the vehicle upright? |
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virtual bool IsVehicleUpright( void ) = 0; |
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// Whether or not we're in a transitional phase |
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virtual bool IsPassengerEntering( void ) = 0; |
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virtual bool IsPassengerExiting( void ) = 0; |
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// Get a position in *world space* inside the vehicle for the player to start at |
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virtual void GetPassengerSeatPoint( int nRole, Vector *pPoint, QAngle *pAngles ) = 0; |
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virtual void HandlePassengerEntry( CBaseCombatCharacter *pPassenger, bool bAllowEntryOutsideZone = false ) = 0; |
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virtual bool HandlePassengerExit( CBaseCombatCharacter *pPassenger ) = 0; |
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// Get a point in *world space* to leave the vehicle from (may be in solid) |
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virtual bool GetPassengerExitPoint( int nRole, Vector *pPoint, QAngle *pAngles ) = 0; |
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virtual int GetEntryAnimForPoint( const Vector &vecPoint ) = 0; |
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virtual int GetExitAnimToUse( Vector &vecEyeExitEndpoint, bool &bAllPointsBlocked ) = 0; |
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virtual void HandleEntryExitFinish( bool bExitAnimOn, bool bResetAnim ) = 0; |
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virtual Class_T ClassifyPassenger( CBaseCombatCharacter *pPassenger, Class_T defaultClassification ) = 0; |
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virtual float PassengerDamageModifier( const CTakeDamageInfo &info ) = 0; |
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// Get me the parameters for this vehicle |
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virtual const vehicleparams_t *GetVehicleParams( void ) = 0; |
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// If I'm a physics vehicle, get the controller |
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virtual IPhysicsVehicleController *GetVehicleController() = 0; |
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virtual int NPC_GetAvailableSeat( CBaseCombatCharacter *pPassenger, string_t strRoleName, VehicleSeatQuery_e nQueryType ) = 0; |
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virtual bool NPC_AddPassenger( CBaseCombatCharacter *pPassenger, string_t strRoleName, int nSeat ) = 0; |
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virtual bool NPC_RemovePassenger( CBaseCombatCharacter *pPassenger ) = 0; |
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virtual bool NPC_GetPassengerSeatPosition( CBaseCombatCharacter *pPassenger, Vector *vecResultPos, QAngle *vecResultAngle ) = 0; |
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virtual bool NPC_GetPassengerSeatPositionLocal( CBaseCombatCharacter *pPassenger, Vector *vecResultPos, QAngle *vecResultAngle ) = 0; |
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virtual int NPC_GetPassengerSeatAttachment( CBaseCombatCharacter *pPassenger ) = 0; |
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virtual bool NPC_HasAvailableSeat( string_t strRoleName ) = 0; |
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virtual const PassengerSeatAnims_t *NPC_GetPassengerSeatAnims( CBaseCombatCharacter *pPassenger, PassengerSeatAnimType_t nType ) = 0; |
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virtual CBaseCombatCharacter *NPC_GetPassengerInSeat( int nRoleID, int nSeatID ) = 0; |
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virtual void RestorePassengerInfo( void ) = 0; |
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// NPC Driving |
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virtual bool NPC_CanDrive( void ) = 0; |
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virtual void NPC_SetDriver( CNPC_VehicleDriver *pDriver ) = 0; |
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virtual void NPC_DriveVehicle( void ) = 0; |
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virtual void NPC_ThrottleCenter( void ) = 0; |
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virtual void NPC_ThrottleReverse( void ) = 0; |
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virtual void NPC_ThrottleForward( void ) = 0; |
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virtual void NPC_Brake( void ) = 0; |
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virtual void NPC_TurnLeft( float flDegrees ) = 0; |
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virtual void NPC_TurnRight( float flDegrees ) = 0; |
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virtual void NPC_TurnCenter( void ) = 0; |
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virtual void NPC_PrimaryFire( void ) = 0; |
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virtual void NPC_SecondaryFire( void ) = 0; |
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virtual bool NPC_HasPrimaryWeapon( void ) = 0; |
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virtual bool NPC_HasSecondaryWeapon( void ) = 0; |
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virtual void NPC_AimPrimaryWeapon( Vector vecTarget ) = 0; |
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virtual void NPC_AimSecondaryWeapon( Vector vecTarget ) = 0; |
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// Weapon handling |
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virtual void Weapon_PrimaryRanges( float *flMinRange, float *flMaxRange ) = 0; |
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virtual void Weapon_SecondaryRanges( float *flMinRange, float *flMaxRange ) = 0; |
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virtual float Weapon_PrimaryCanFireAt( void ) = 0; // Return the time at which this vehicle's primary weapon can fire again |
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virtual float Weapon_SecondaryCanFireAt( void ) = 0; // Return the time at which this vehicle's secondary weapon can fire again |
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// debugging, script file flushed |
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virtual void ReloadScript() = 0; |
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}; |
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// This is an interface to derive from if your class contains an IServerVehicle |
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// handler (i.e. something derived CBaseServerVehicle. |
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abstract_class IDrivableVehicle |
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{ |
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public: |
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virtual CBaseEntity *GetDriver( void ) = 0; |
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// Process movement |
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virtual void ItemPostFrame( CBasePlayer *pPlayer ) = 0; |
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virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) = 0; |
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virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData ) = 0; |
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virtual void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) = 0; |
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// Entering / Exiting |
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virtual bool CanEnterVehicle( CBaseEntity *pEntity ) = 0; |
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virtual bool CanExitVehicle( CBaseEntity *pEntity ) = 0; |
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virtual void SetVehicleEntryAnim( bool bOn ) = 0; |
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virtual void SetVehicleExitAnim( bool bOn, Vector vecEyeExitEndpoint ) = 0; |
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virtual void EnterVehicle( CBaseCombatCharacter *pPassenger ) = 0; |
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virtual void PreExitVehicle( CBaseCombatCharacter *pPassenger, int nRole ) = 0; |
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virtual void ExitVehicle( int nRole ) = 0; |
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virtual bool AllowBlockedExit( CBaseCombatCharacter *pPassenger, int nRole ) = 0; |
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virtual bool AllowMidairExit( CBaseCombatCharacter *pPassenger, int nRole ) = 0; |
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virtual string_t GetVehicleScriptName() = 0; |
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virtual bool PassengerShouldReceiveDamage( CTakeDamageInfo &info ) = 0; |
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}; |
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#endif // IVEHICLE_H
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