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422 lines
13 KiB
422 lines
13 KiB
//========= Copyright 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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#include "cbase.h" |
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#include "c_prop_vehicle.h" |
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#include "hud.h" |
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#include <vgui_controls/Controls.h> |
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#include <Color.h> |
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#include "view.h" |
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#include "engine/ivdebugoverlay.h" |
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#include "movevars_shared.h" |
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#include "iviewrender.h" |
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#include "vgui/ISurface.h" |
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#include "client_virtualreality.h" |
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#include "../hud_crosshair.h" |
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#include "sourcevr/isourcevirtualreality.h" |
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// NVNT haptic utils |
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#include "haptics/haptic_utils.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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int ScreenTransform( const Vector& point, Vector& screen ); |
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extern ConVar default_fov; |
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extern ConVar joy_response_move_vehicle; |
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IMPLEMENT_CLIENTCLASS_DT(C_PropVehicleDriveable, DT_PropVehicleDriveable, CPropVehicleDriveable) |
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RecvPropEHandle( RECVINFO(m_hPlayer) ), |
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RecvPropInt( RECVINFO( m_nSpeed ) ), |
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RecvPropInt( RECVINFO( m_nRPM ) ), |
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RecvPropFloat( RECVINFO( m_flThrottle ) ), |
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RecvPropInt( RECVINFO( m_nBoostTimeLeft ) ), |
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RecvPropInt( RECVINFO( m_nHasBoost ) ), |
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RecvPropInt( RECVINFO( m_nScannerDisabledWeapons ) ), |
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RecvPropInt( RECVINFO( m_nScannerDisabledVehicle ) ), |
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RecvPropInt( RECVINFO( m_bEnterAnimOn ) ), |
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RecvPropInt( RECVINFO( m_bExitAnimOn ) ), |
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RecvPropInt( RECVINFO( m_bUnableToFire ) ), |
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RecvPropVector( RECVINFO( m_vecEyeExitEndpoint ) ), |
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RecvPropBool( RECVINFO( m_bHasGun ) ), |
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RecvPropVector( RECVINFO( m_vecGunCrosshair ) ), |
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END_RECV_TABLE() |
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BEGIN_DATADESC( C_PropVehicleDriveable ) |
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DEFINE_EMBEDDED( m_ViewSmoothingData ), |
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END_DATADESC() |
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ConVar r_VehicleViewClamp( "r_VehicleViewClamp", "1", FCVAR_CHEAT ); |
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#define ROLL_CURVE_ZERO 20 // roll less than this is clamped to zero |
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#define ROLL_CURVE_LINEAR 90 // roll greater than this is copied out |
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#define PITCH_CURVE_ZERO 10 // pitch less than this is clamped to zero |
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#define PITCH_CURVE_LINEAR 45 // pitch greater than this is copied out |
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// spline in between |
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//----------------------------------------------------------------------------- |
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// Purpose: Constructor |
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//----------------------------------------------------------------------------- |
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C_PropVehicleDriveable::C_PropVehicleDriveable() : |
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m_iv_vecGunCrosshair( "C_PropVehicleDriveable::m_iv_vecGunCrosshair" ) |
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{ |
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m_hPrevPlayer = NULL; |
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memset( &m_ViewSmoothingData, 0, sizeof( m_ViewSmoothingData ) ); |
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m_ViewSmoothingData.pVehicle = this; |
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m_ViewSmoothingData.bClampEyeAngles = true; |
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m_ViewSmoothingData.bDampenEyePosition = true; |
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m_ViewSmoothingData.flPitchCurveZero = PITCH_CURVE_ZERO; |
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m_ViewSmoothingData.flPitchCurveLinear = PITCH_CURVE_LINEAR; |
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m_ViewSmoothingData.flRollCurveZero = ROLL_CURVE_ZERO; |
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m_ViewSmoothingData.flRollCurveLinear = ROLL_CURVE_LINEAR; |
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m_ViewSmoothingData.flFOV = m_flFOV = default_fov.GetFloat(); |
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AddVar( &m_vecGunCrosshair, &m_iv_vecGunCrosshair, LATCH_SIMULATION_VAR ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: De-constructor |
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//----------------------------------------------------------------------------- |
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C_PropVehicleDriveable::~C_PropVehicleDriveable() |
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{ |
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} |
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//----------------------------------------------------------------------------- |
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// By default all driveable vehicles use the curve defined by the convar. |
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//----------------------------------------------------------------------------- |
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int C_PropVehicleDriveable::GetJoystickResponseCurve() const |
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{ |
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return joy_response_move_vehicle.GetInt(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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C_BaseCombatCharacter *C_PropVehicleDriveable::GetPassenger( int nRole ) |
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{ |
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if ( nRole == VEHICLE_ROLE_DRIVER ) |
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return m_hPlayer.Get(); |
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return NULL; |
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} |
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//----------------------------------------------------------------------------- |
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// Returns the role of the passenger |
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//----------------------------------------------------------------------------- |
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int C_PropVehicleDriveable::GetPassengerRole( C_BaseCombatCharacter *pPassenger ) |
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{ |
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if ( m_hPlayer.Get() == pPassenger ) |
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return VEHICLE_ROLE_DRIVER; |
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return VEHICLE_ROLE_NONE; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : updateType - |
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//----------------------------------------------------------------------------- |
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void C_PropVehicleDriveable::OnPreDataChanged( DataUpdateType_t updateType ) |
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{ |
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BaseClass::OnPreDataChanged( updateType ); |
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m_hPrevPlayer = m_hPlayer; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void C_PropVehicleDriveable::OnDataChanged( DataUpdateType_t updateType ) |
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{ |
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BaseClass::OnDataChanged( updateType ); |
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if ( m_hPlayer && !m_hPrevPlayer ) |
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{ |
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OnEnteredVehicle( m_hPlayer ); |
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SetNextClientThink( CLIENT_THINK_ALWAYS ); |
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g_ClientVirtualReality.AlignTorsoAndViewToWeapon(); |
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} |
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else if ( !m_hPlayer && m_hPrevPlayer ) |
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{ |
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// NVNT notify haptics system of navigation exit |
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OnExitedVehicle( m_hPrevPlayer ); |
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// They have just exited the vehicle. |
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// Sometimes we never reach the end of our exit anim, such as if the |
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// animation doesn't have fadeout 0 specified in the QC, so we fail to |
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// catch it in VehicleViewSmoothing. Catch it here instead. |
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m_ViewSmoothingData.bWasRunningAnim = false; |
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SetNextClientThink( CLIENT_THINK_NEVER ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Should this object cast render-to-texture shadows? |
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//----------------------------------------------------------------------------- |
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ShadowType_t C_PropVehicleDriveable::ShadowCastType() |
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{ |
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CStudioHdr *pStudioHdr = GetModelPtr(); |
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if ( !pStudioHdr ) |
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return SHADOWS_NONE; |
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if ( IsEffectActive(EF_NODRAW | EF_NOSHADOW) ) |
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return SHADOWS_NONE; |
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// Always use render-to-texture. We'll always the dirty bits in our think function |
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return SHADOWS_RENDER_TO_TEXTURE; |
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} |
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//----------------------------------------------------------------------------- |
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// Mark the shadow as dirty while the vehicle is being driven |
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//----------------------------------------------------------------------------- |
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void C_PropVehicleDriveable::ClientThink( void ) |
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{ |
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// The vehicle is always dirty owing to pose parameters while it's being driven. |
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g_pClientShadowMgr->MarkRenderToTextureShadowDirty( GetShadowHandle() ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void C_PropVehicleDriveable::DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles ) |
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{ |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Modify the player view/camera while in a vehicle |
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//----------------------------------------------------------------------------- |
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void C_PropVehicleDriveable::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV /*=NULL*/ ) |
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{ |
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SharedVehicleViewSmoothing( m_hPlayer, |
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pAbsOrigin, pAbsAngles, |
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m_bEnterAnimOn, m_bExitAnimOn, |
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m_vecEyeExitEndpoint, |
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&m_ViewSmoothingData, |
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pFOV ); |
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} |
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//----------------------------------------------------------------------------- |
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// Futzes with the clip planes |
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//----------------------------------------------------------------------------- |
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void C_PropVehicleDriveable::GetVehicleClipPlanes( float &flZNear, float &flZFar ) const |
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{ |
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// FIXME: Need something a better long-term, this fixes the buggy. |
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flZNear = 6; |
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} |
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//----------------------------------------------------------------------------- |
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// Renders hud elements |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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// Simply used to return intensity value based upon current timer passed in |
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//----------------------------------------------------------------------------- |
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int GetFlashColorIntensity( int LowIntensity, int HighIntensity, bool Dimming, int Increment, int Timer ) |
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{ |
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if ( Dimming ) |
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return ( HighIntensity - Timer * Increment ); |
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else |
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return ( LowIntensity + Timer * Increment ); |
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} |
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#define TRIANGULATED_CROSSHAIR 1 |
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void C_PropVehicleDriveable::DrawHudElements( ) |
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{ |
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CHudTexture *pIcon; |
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int iIconX, iIconY; |
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if (m_bHasGun) |
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{ |
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// draw crosshairs for vehicle gun |
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pIcon = gHUD.GetIcon( "gunhair" ); |
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if ( pIcon != NULL ) |
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{ |
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float x, y; |
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if( UseVR() ) |
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{ |
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C_BasePlayer *pPlayer = (C_BasePlayer *)GetPassenger( VEHICLE_ROLE_DRIVER ); |
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Vector vecStart, vecDirection; |
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pPlayer->EyePositionAndVectors( &vecStart, &vecDirection, NULL, NULL ); |
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Vector vecEnd = vecStart + vecDirection * MAX_TRACE_LENGTH; |
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trace_t tr; |
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UTIL_TraceLine( vecStart, vecEnd, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); |
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Vector screen; |
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screen.Init(); |
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ScreenTransform(tr.endpos, screen); |
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int vx, vy, vw, vh; |
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vgui::surface()->GetFullscreenViewport( vx, vy, vw, vh ); |
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float screenWidth = vw; |
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float screenHeight = vh; |
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x = 0.5f * ( 1.0f + screen[0] ) * screenWidth + 0.5f; |
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y = 0.5f * ( 1.0f - screen[1] ) * screenHeight + 0.5f; |
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} |
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else |
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{ |
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Vector screen; |
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x = ScreenWidth()/2; |
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y = ScreenHeight()/2; |
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#if TRIANGULATED_CROSSHAIR |
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ScreenTransform( m_vecGunCrosshair, screen ); |
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x += 0.5 * screen[0] * ScreenWidth() + 0.5; |
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y -= 0.5 * screen[1] * ScreenHeight() + 0.5; |
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#endif |
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} |
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x -= pIcon->Width() / 2; |
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y -= pIcon->Height() / 2; |
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Color clr = ( m_bUnableToFire ) ? gHUD.m_clrCaution : gHUD.m_clrNormal; |
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pIcon->DrawSelf( x, y, clr ); |
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} |
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if ( m_nScannerDisabledWeapons ) |
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{ |
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// Draw icons for scanners "weps disabled" |
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pIcon = gHUD.GetIcon( "dmg_bio" ); |
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if ( pIcon ) |
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{ |
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iIconY = 467 - pIcon->Height() / 2; |
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iIconX = 385; |
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if ( !m_bScannerWepIcon ) |
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{ |
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pIcon->DrawSelf( XRES(iIconX), YRES(iIconY), Color( 0, 0, 255, 255 ) ); |
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m_bScannerWepIcon = true; |
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m_iScannerWepFlashTimer = 0; |
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m_bScannerWepDim = true; |
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} |
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else |
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{ |
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pIcon->DrawSelf( XRES(iIconX), YRES(iIconY), Color( 0, 0, GetFlashColorIntensity(55, 255, m_bScannerWepDim, 10, m_iScannerWepFlashTimer), 255 ) ); |
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m_iScannerWepFlashTimer++; |
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m_iScannerWepFlashTimer %= 20; |
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if(!m_iScannerWepFlashTimer) |
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m_bScannerWepDim ^= 1; |
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} |
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} |
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} |
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} |
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if ( m_nScannerDisabledVehicle ) |
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{ |
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// Draw icons for scanners "vehicle disabled" |
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pIcon = gHUD.GetIcon( "dmg_bio" ); |
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if ( pIcon ) |
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{ |
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iIconY = 467 - pIcon->Height() / 2; |
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iIconX = 410; |
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if ( !m_bScannerVehicleIcon ) |
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{ |
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pIcon->DrawSelf( XRES(iIconX), YRES(iIconY), Color( 0, 0, 255, 255 ) ); |
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m_bScannerVehicleIcon = true; |
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m_iScannerVehicleFlashTimer = 0; |
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m_bScannerVehicleDim = true; |
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} |
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else |
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{ |
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pIcon->DrawSelf( XRES(iIconX), YRES(iIconY), Color( 0, 0, GetFlashColorIntensity(55, 255, m_bScannerVehicleDim, 10, m_iScannerVehicleFlashTimer), 255 ) ); |
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m_iScannerVehicleFlashTimer++; |
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m_iScannerVehicleFlashTimer %= 20; |
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if(!m_iScannerVehicleFlashTimer) |
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m_bScannerVehicleDim ^= 1; |
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} |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void C_PropVehicleDriveable::RestrictView( float *pYawBounds, float *pPitchBounds, |
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float *pRollBounds, QAngle &vecViewAngles ) |
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{ |
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int eyeAttachmentIndex = LookupAttachment( "vehicle_driver_eyes" ); |
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Vector vehicleEyeOrigin; |
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QAngle vehicleEyeAngles; |
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GetAttachmentLocal( eyeAttachmentIndex, vehicleEyeOrigin, vehicleEyeAngles ); |
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// Limit the yaw. |
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if ( pYawBounds ) |
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{ |
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float flAngleDiff = AngleDiff( vecViewAngles.y, vehicleEyeAngles.y ); |
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flAngleDiff = clamp( flAngleDiff, pYawBounds[0], pYawBounds[1] ); |
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vecViewAngles.y = vehicleEyeAngles.y + flAngleDiff; |
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} |
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// Limit the pitch. |
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if ( pPitchBounds ) |
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{ |
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float flAngleDiff = AngleDiff( vecViewAngles.x, vehicleEyeAngles.x ); |
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flAngleDiff = clamp( flAngleDiff, pPitchBounds[0], pPitchBounds[1] ); |
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vecViewAngles.x = vehicleEyeAngles.x + flAngleDiff; |
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} |
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// Limit the roll. |
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if ( pRollBounds ) |
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{ |
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float flAngleDiff = AngleDiff( vecViewAngles.z, vehicleEyeAngles.z ); |
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flAngleDiff = clamp( flAngleDiff, pRollBounds[0], pRollBounds[1] ); |
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vecViewAngles.z = vehicleEyeAngles.z + flAngleDiff; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void C_PropVehicleDriveable::UpdateViewAngles( C_BasePlayer *pLocalPlayer, CUserCmd *pCmd ) |
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{ |
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if ( r_VehicleViewClamp.GetInt() ) |
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{ |
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float pitchBounds[2] = { -85.0f, 25.0f }; |
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RestrictView( NULL, pitchBounds, NULL, pCmd->viewangles ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void C_PropVehicleDriveable::OnEnteredVehicle( C_BaseCombatCharacter *pPassenger ) |
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{ |
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#if defined( WIN32 ) && !defined( _X360 ) |
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// NVNT notify haptics system of navigation change |
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HapticsEnteredVehicle(this,pPassenger); |
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#endif |
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} |
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// NVNT - added function |
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void C_PropVehicleDriveable::OnExitedVehicle( C_BaseCombatCharacter *pPassenger ) |
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{ |
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#if defined( WIN32 ) && !defined( _X360 ) |
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// NVNT notify haptics system of navigation exit |
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HapticsExitedVehicle(this,pPassenger); |
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#endif |
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} |
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