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328 lines
12 KiB
328 lines
12 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#ifndef VEHICLE_BASESERVER_H |
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#define VEHICLE_BASESERVER_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "vehicle_sounds.h" |
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#include "entityblocker.h" |
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class CSoundPatch; |
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struct vbs_sound_update_t |
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{ |
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float flFrameTime; |
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float flCurrentSpeedFraction; |
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float flWorldSpaceSpeed; |
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bool bThrottleDown; |
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bool bReverse; |
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bool bTurbo; |
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bool bVehicleInWater; |
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bool bExitVehicle; |
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void Defaults() |
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{ |
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flFrameTime = gpGlobals->frametime; |
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flCurrentSpeedFraction = 0; |
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flWorldSpaceSpeed = 0; |
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bThrottleDown = false; |
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bReverse = false; |
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bTurbo = false; |
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bVehicleInWater = false; |
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bExitVehicle = false; |
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} |
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}; |
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// ----------------------------------------- |
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// Information about the passenger in the car |
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// ----------------------------------------- |
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class CPassengerInfo |
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{ |
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public: |
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CPassengerInfo( void ) : m_nRole( -1 ), m_nSeat( -1 ), m_strRoleName( NULL_STRING ), m_strSeatName( NULL_STRING ) {} |
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DECLARE_SIMPLE_DATADESC(); |
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int GetSeat( void ) const { return m_nSeat; } |
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int GetRole( void ) const { return m_nRole; } |
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CBaseCombatCharacter *GetPassenger( void ) const { return m_hPassenger; } |
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private: |
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int m_nRole; // Role (by index) |
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int m_nSeat; // Seat (by index) |
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string_t m_strRoleName; // Used in restoration for fix-up |
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string_t m_strSeatName; // Used in restoration for fix-up |
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CHandle<CBaseCombatCharacter> m_hPassenger; // Actual passenger |
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friend class CBaseServerVehicle; |
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}; |
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// ----------------------------------------- |
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// Seat transition information (animation and priority) |
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// ----------------------------------------- |
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class CPassengerSeatTransition |
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{ |
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public: |
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CPassengerSeatTransition( void ) : m_strAnimationName( NULL_STRING ), m_nPriority( -1 ) {}; |
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string_t GetAnimationName( void ) const { return m_strAnimationName; } |
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int GetPriority( void ) const { return m_nPriority; } |
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private: |
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string_t m_strAnimationName; // Name of animation to play |
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int m_nPriority; // Priority of the transition |
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friend class CBaseServerVehicle; |
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}; |
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// ----------------------------------------- |
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// Seat in a vehicle (attachment and a collection of animations to reach it) |
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// ----------------------------------------- |
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class CPassengerSeat |
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{ |
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public: |
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CPassengerSeat( void ) : m_nAttachmentID( -1 ) {}; |
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int GetAttachmentID( void ) const { return m_nAttachmentID; } |
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private: |
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string_t m_strSeatName; // Used for save/load fixup |
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int m_nAttachmentID; // Goal attachment |
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CUtlVector<CPassengerSeatTransition> m_EntryTransitions; // Entry information |
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CUtlVector<CPassengerSeatTransition> m_ExitTransitions; // Exit information |
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friend class CBaseServerVehicle; |
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}; |
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// ----------------------------------------- |
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// Passenger role information |
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// ----------------------------------------- |
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class CPassengerRole |
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{ |
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public: |
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CPassengerRole( void ) : m_strName( NULL_STRING ) {}; |
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string_t GetName( void ) const { return m_strName; } |
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private: |
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string_t m_strName; // Name of the set |
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CUtlVector<CPassengerSeat> m_PassengerSeats; // Passenger info |
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friend class CBaseServerVehicle; |
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}; |
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//----------------------------------------------------------------------------- |
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// Purpose: Base class for drivable vehicle handling. Contain it in your |
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// drivable vehicle. |
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//----------------------------------------------------------------------------- |
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class CBaseServerVehicle : public IServerVehicle |
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{ |
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public: |
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DECLARE_SIMPLE_DATADESC(); |
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DECLARE_CLASS_NOBASE( CBaseServerVehicle ); |
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CBaseServerVehicle( void ); |
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~CBaseServerVehicle( void ); |
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virtual void Precache( void ); |
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// IVehicle |
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public: |
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virtual CBaseCombatCharacter *GetPassenger( int nRole = VEHICLE_ROLE_DRIVER ); |
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virtual int GetPassengerRole( CBaseCombatCharacter *pPassenger ); |
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virtual void GetVehicleViewPosition( int nRole, Vector *pOrigin, QAngle *pAngles, float *pFOV = NULL ); |
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virtual bool IsPassengerUsingStandardWeapons( int nRole = VEHICLE_ROLE_DRIVER ) { return false; } |
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virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ); |
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virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData ); |
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virtual void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ); |
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virtual void ItemPostFrame( CBasePlayer *pPlayer ); |
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// IServerVehicle |
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public: |
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virtual CBaseEntity *GetVehicleEnt( void ) { return m_pVehicle; } |
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virtual void SetPassenger( int nRole, CBaseCombatCharacter *pPassenger ); |
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virtual bool IsPassengerVisible( int nRole = VEHICLE_ROLE_DRIVER ) { return false; } |
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virtual bool IsPassengerDamagable( int nRole = VEHICLE_ROLE_DRIVER ) { return true; } |
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virtual bool PassengerShouldReceiveDamage( CTakeDamageInfo &info ); |
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virtual bool IsVehicleUpright( void ) { return true; } |
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virtual bool IsPassengerEntering( void ) { Assert( 0 ); return false; } |
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virtual bool IsPassengerExiting( void ) { Assert( 0 ); return false; } |
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virtual void HandlePassengerEntry( CBaseCombatCharacter *pPassenger, bool bAllowEntryOutsideZone = false ); |
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virtual bool HandlePassengerExit( CBaseCombatCharacter *pPassenger ); |
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virtual void GetPassengerSeatPoint( int nRole, Vector *pPoint, QAngle *pAngles ); |
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virtual bool GetPassengerExitPoint( int nRole, Vector *pPoint, QAngle *pAngles ); |
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virtual Class_T ClassifyPassenger( CBaseCombatCharacter *pPassenger, Class_T defaultClassification ) { return defaultClassification; } |
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virtual float PassengerDamageModifier( const CTakeDamageInfo &info ) { return 1.0; } |
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virtual const vehicleparams_t *GetVehicleParams( void ) { return NULL; } |
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virtual bool IsVehicleBodyInWater( void ) { return false; } |
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virtual IPhysicsVehicleController *GetVehicleController() { return NULL; } |
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// NPC Driving |
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virtual bool NPC_CanDrive( void ) { return true; } |
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virtual void NPC_SetDriver( CNPC_VehicleDriver *pDriver ) { return; } |
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virtual void NPC_DriveVehicle( void ) { return; } |
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virtual void NPC_ThrottleCenter( void ); |
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virtual void NPC_ThrottleReverse( void ); |
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virtual void NPC_ThrottleForward( void ); |
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virtual void NPC_Brake( void ); |
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virtual void NPC_TurnLeft( float flDegrees ); |
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virtual void NPC_TurnRight( float flDegrees ); |
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virtual void NPC_TurnCenter( void ); |
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virtual void NPC_PrimaryFire( void ); |
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virtual void NPC_SecondaryFire( void ); |
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virtual bool NPC_HasPrimaryWeapon( void ) { return false; } |
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virtual bool NPC_HasSecondaryWeapon( void ) { return false; } |
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virtual void NPC_AimPrimaryWeapon( Vector vecTarget ) { return; } |
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virtual void NPC_AimSecondaryWeapon( Vector vecTarget ) { return; } |
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// Weapon handling |
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virtual void Weapon_PrimaryRanges( float *flMinRange, float *flMaxRange ); |
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virtual void Weapon_SecondaryRanges( float *flMinRange, float *flMaxRange ); |
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virtual float Weapon_PrimaryCanFireAt( void ); // Return the time at which this vehicle's primary weapon can fire again |
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virtual float Weapon_SecondaryCanFireAt( void ); // Return the time at which this vehicle's secondary weapon can fire again |
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// ---------------------------------------------------------------------------- |
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// NPC passenger data |
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public: |
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bool NPC_AddPassenger( CBaseCombatCharacter *pPassenger, string_t strRoleName, int nSeat ); |
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bool NPC_RemovePassenger( CBaseCombatCharacter *pPassenger ); |
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virtual bool NPC_GetPassengerSeatPosition( CBaseCombatCharacter *pPassenger, Vector *vecResultPos, QAngle *vecResultAngle ); |
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virtual bool NPC_GetPassengerSeatPositionLocal( CBaseCombatCharacter *pPassenger, Vector *vecResultPos, QAngle *vecResultAngles ); |
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virtual int NPC_GetPassengerSeatAttachment( CBaseCombatCharacter *pPassenger ); |
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virtual int NPC_GetAvailableSeat( CBaseCombatCharacter *pPassenger, string_t strRoleName, VehicleSeatQuery_e nQueryType ); |
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bool NPC_HasAvailableSeat( string_t strRoleName ); |
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virtual const PassengerSeatAnims_t *NPC_GetPassengerSeatAnims( CBaseCombatCharacter *pPassenger, PassengerSeatAnimType_t nType ); |
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virtual CBaseCombatCharacter *NPC_GetPassengerInSeat( int nRoleID, int nSeatID ); |
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Vector GetSavedViewOffset( void ) { return m_savedViewOffset; } |
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private: |
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// Vehicle entering/exiting |
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void ParseNPCRoles( KeyValues *pModelKeyValues ); |
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void ParseNPCPassengerSeat( KeyValues *pSetKeyValues, CPassengerSeat *pSeat ); |
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void ParseNPCSeatTransition( KeyValues *pTransitionKeyValues, CPassengerSeatTransition *pTransition ); |
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protected: |
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int FindRoleIndexByName( string_t strRoleName ); |
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int FindSeatIndexByName( int nRoleIndex, string_t strSeatName ); |
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int NPC_GetAvailableSeat_Any( CBaseCombatCharacter *pPassenger, int nRoleID ); |
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int NPC_GetAvailableSeat_Nearest( CBaseCombatCharacter *pPassenger, int nRoleID ); |
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CPassengerRole *FindOrCreatePassengerRole( string_t strName, int *nIndex = NULL ); |
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CUtlVector< CPassengerInfo > m_PassengerInfo; |
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CUtlVector< CPassengerRole > m_PassengerRoles; // Not save/restored |
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// ---------------------------------------------------------------------------- |
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void ReloadScript(); // debug/tuning |
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public: |
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void UseLegacyExitChecks( bool bState ) { m_bUseLegacyExitChecks = bState; } |
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void RestorePassengerInfo( void ); |
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virtual CBaseEntity *GetDriver( void ); // Player Driving |
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virtual void ParseEntryExitAnims( void ); |
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void ParseExitAnim( KeyValues *pkvExitList, bool bEscapeExit ); |
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virtual bool CheckExitPoint( float yaw, int distance, Vector *pEndPoint ); |
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virtual int GetEntryAnimForPoint( const Vector &vecPoint ); |
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virtual int GetExitAnimToUse( Vector &vecEyeExitEndpoint, bool &bAllPointsBlocked ); |
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virtual void HandleEntryExitFinish( bool bExitAnimOn, bool bResetAnim ); |
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virtual void SetVehicle( CBaseEntity *pVehicle ); |
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IDrivableVehicle *GetDrivableVehicle( void ); |
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// Sound handling |
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bool Initialize( const char *pScriptName ); |
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virtual void SoundStart(); |
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virtual void SoundStartDisabled(); |
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virtual void SoundShutdown( float flFadeTime = 0.0 ); |
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virtual void SoundUpdate( vbs_sound_update_t ¶ms ); |
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virtual void PlaySound( vehiclesound iSound ); |
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virtual void StopSound( vehiclesound iSound ); |
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virtual void RecalculateSoundGear( vbs_sound_update_t ¶ms ); |
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void SetVehicleVolume( float flVolume ) { m_flVehicleVolume = clamp( flVolume, 0.0f, 1.0f ); } |
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// Rumble |
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virtual void StartEngineRumble(); |
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virtual void StopEngineRumble(); |
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public: |
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CBaseEntity *m_pVehicle; |
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IDrivableVehicle *m_pDrivableVehicle; |
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// NPC Driving |
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int m_nNPCButtons; |
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int m_nPrevNPCButtons; |
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float m_flTurnDegrees; |
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// Entry / Exit anims |
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struct entryanim_t |
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{ |
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int iHitboxGroup; |
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char szAnimName[128]; |
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}; |
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CUtlVector< entryanim_t > m_EntryAnimations; |
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struct exitanim_t |
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{ |
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bool bUpright; |
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bool bEscapeExit; |
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char szAnimName[128]; |
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Vector vecExitPointLocal; // Point the animation leaves the player at when finished |
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QAngle vecExitAnglesLocal; |
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}; |
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CUtlVector< exitanim_t > m_ExitAnimations; |
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bool m_bParsedAnimations; |
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bool m_bUseLegacyExitChecks; // HACK: Choreo vehicles use non-sensical setups to move the player, we need to poll their attachment point positions |
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int m_iCurrentExitAnim; |
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Vector m_vecCurrentExitEndPoint; |
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Vector m_savedViewOffset; |
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CHandle<CEntityBlocker> m_hExitBlocker; // Entity to prevent other entities blocking the player's exit point during the exit animation |
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char m_chPreviousTextureType; |
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// sound state |
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vehiclesounds_t m_vehicleSounds; |
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private: |
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float m_flVehicleVolume; |
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int m_iSoundGear; // The sound "gear" that we're currently in |
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float m_flSpeedPercentage; |
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CSoundPatch *m_pStateSound; |
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CSoundPatch *m_pStateSoundFade; |
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sound_states m_soundState; |
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float m_soundStateStartTime; |
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float m_lastSpeed; |
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void SoundState_OnNewState( sound_states lastState ); |
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void SoundState_Update( vbs_sound_update_t ¶ms ); |
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sound_states SoundState_ChooseState( vbs_sound_update_t ¶ms ); |
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void PlaySound( const char *pSound ); |
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void StopLoopingSound( float fadeTime = 0.25f ); |
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void PlayLoopingSound( const char *pSoundName ); |
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bool PlayCrashSound( float speed ); |
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bool CheckCrash( vbs_sound_update_t ¶ms ); |
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const char *StateSoundName( sound_states state ); |
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void InitSoundParams( vbs_sound_update_t ¶ms ); |
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void CacheEntryExitPoints( void ); |
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bool GetLocalAttachmentAtTime( int nQuerySequence, int nAttachmentIndex, float flCyclePoint, Vector *vecOriginOut, QAngle *vecAnglesOut ); |
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bool GetLocalAttachmentAtTime( const char *lpszAnimName, int nAttachmentIndex, float flCyclePoint, Vector *vecOriginOut, QAngle *vecAnglesOut ); |
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}; |
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#endif // VEHICLE_BASESERVER_H
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