Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= 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 );
}