Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#include "cbase.h"
#ifdef CLIENT_DLL
#include "tier3/tier3.h"
#include "iviewrender.h"
#include "inputsystem/iinputsystem.h"
#include "vgui/IInputInternal.h"
#include "c_basecombatweapon.h"
#include "c_baseplayer.h"
#include "haptics/ihaptics.h"
#include "hud_macros.h"
#include "iclientvehicle.h"
#include "c_prop_vehicle.h"
#include "prediction.h"
#include "activitylist.h"
#ifdef TERROR
#include "ClientTerrorPlayer.h"
#endif
extern vgui::IInputInternal *g_InputInternal;
#else
#include "usermessages.h"
#endif
#include "haptics/haptic_utils.h"
#include "haptics/haptic_msgs.h"
#ifndef TERROR
#ifndef FCVAR_RELEASE
#define FCVAR_RELEASE 0
#endif
#endif
#ifdef CLIENT_DLL
ConVar hap_HasDevice ( "hap_HasDevice", "0", FCVAR_USERINFO/*|FCVAR_HIDDEN*/, "falcon is connected" );
// damage scale on a title basis. Convar referenced in the haptic dll.
#ifdef PORTAL
#define HAP_DEFAULT_DAMAGE_SCALE_GAME "0.75"
#elif TF_CLIENT_DLL
#define HAP_DEFAULT_DAMAGE_SCALE_GAME "0.3"
#else
#define HAP_DEFAULT_DAMAGE_SCALE_GAME "1.0"
#endif
ConVar hap_damagescale_game("hap_damagescale_game", HAP_DEFAULT_DAMAGE_SCALE_GAME);
#undef HAP_DEFAULT_DAMAGE_SCALE_GAME
#endif
void HapticSendWeaponAnim(CBaseCombatWeapon* weapon, int iActivity)
{
//ignore idle
if(iActivity == ACT_VM_IDLE)
return;
#if defined( CLIENT_DLL )
//if(hap_PrintEvents.GetBool())
// Msg("Client Activity :%s %s %s\n",weapon->GetName(),"Activities",VarArgs("%i",iActivity));
if ( weapon->IsPredicted() )
haptics->ProcessHapticWeaponActivity(weapon->GetName(),iActivity);
#else
if( !weapon->IsPredicted() && weapon->GetOwner() && weapon->GetOwner()->IsPlayer())
{
HapticMsg_SendWeaponAnim( ToBasePlayer(weapon->GetOwner()), iActivity );
}
#endif
}
void HapticSetDrag(CBasePlayer* pPlayer, float drag)
{
#ifdef CLIENT_DLL
haptics->SetDrag(drag);
#else
HapticMsg_SetDrag( pPlayer, drag );
#endif
}
#ifdef CLIENT_DLL
void HapticsHandleMsg_HapSetDrag( float drag )
{
haptics->SetDrag(drag);
}
#endif
void HapticSetConstantForce(CBasePlayer* pPlayer, Vector force)
{
#ifdef CLIENT_DLL
haptics->SetConstantForce(force);
#else
HapticMsg_SetConstantForce( pPlayer, force );
#endif
}
#ifdef CLIENT_DLL
#ifndef HAPTICS_TEST_PREFIX
#define HAPTICS_TEST_PREFIX
#endif
static CSysModule *pFalconModule =0;
void ConnectHaptics(CreateInterfaceFn appFactory)
{
bool success = false;
// NVNT load haptics module
pFalconModule = Sys_LoadModule( HAPTICS_TEST_PREFIX HAPTICS_DLL_NAME );
if(pFalconModule)
{
CreateInterfaceFn factory = Sys_GetFactory( pFalconModule );
if(factory)
{
haptics = reinterpret_cast< IHaptics* >( factory( HAPTICS_INTERFACE_VERSION, NULL ) );
if(haptics &&
haptics->Initialize(engine,
view,
g_InputInternal,
gpGlobals,
appFactory,
g_pVGuiInput->GetIMEWindow(),
filesystem,
enginevgui,
ActivityList_IndexForName,
ActivityList_NameForIndex))
{
success = true;
hap_HasDevice.SetValue(1);
}
}
}
if(!success)
{
Sys_UnloadModule(pFalconModule);
pFalconModule = 0;
haptics = new CHapticsStubbed;
}
if(haptics->HasDevice())
{
Assert( (void*)haptics == inputsystem->GetHapticsInterfaceAddress() );
}
HookHapticMessages();
}
void DisconnectHaptics()
{
haptics->ShutdownHaptics();
if(pFalconModule)
{
Sys_UnloadModule(pFalconModule);
pFalconModule = 0;
}else{
// delete the stub.
delete haptics;
}
haptics = NULL;
}
//Might be able to handle this better...
void HapticsHandleMsg_HapSetConst( Vector const &constant )
{
//Msg("__MsgFunc_HapSetConst: %f %f %f\n",constant.x,constant.y,constant.z);
haptics->SetConstantForce(constant);
//C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
}
//Might be able to handle this better...
void HapticsHandleMsg_SPHapWeapEvent( int iActivity )
{
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
C_BaseCombatWeapon* weap = NULL;
if(pPlayer)
weap = pPlayer->GetActiveWeapon();
if(weap)
haptics->ProcessHapticEvent(4,"Weapons",weap->GetName(),"Activities",VarArgs("%i",iActivity));
}
void HapticsHandleMsg_HapPunch( QAngle const &angle )
{
haptics->HapticsPunch(1,angle);
}
#ifdef TERROR
ConVar hap_zombie_damage_scale("hap_zombie_damage_scale", "0.25", FCVAR_RELEASE|FCVAR_NEVER_AS_STRING);
#endif
void HapticsHandleMsg_HapDmg( float pitch, float yaw, float damage, int damageType )
{
if(!haptics->HasDevice())
return;
#ifdef TERROR
C_TerrorPlayer *pPlayer = C_TerrorPlayer::GetLocalTerrorPlayer();
#else
C_BasePlayer *pPlayer = CBasePlayer::GetLocalPlayer();
#endif
if(pPlayer)
{
Vector damageDirection;
damageDirection.x = cos(pitch*M_PI/180.0)*sin(yaw*M_PI/180.0);
damageDirection.y = -sin(pitch*M_PI/180.0);
damageDirection.z = -(cos(pitch*M_PI/180.0)*cos(yaw*M_PI/180.0));
#ifdef TERROR
if(pPlayer->GetTeamNumber()==TEAM_ZOMBIE)
{
damageDirection *= hap_zombie_damage_scale.GetFloat();
}
#endif
haptics->ApplyDamageEffect(damage, damageType, damageDirection);
}
}
ConVar hap_melee_scale("hap_melee_scale", "0.8", FCVAR_RELEASE|FCVAR_NEVER_AS_STRING);
void HapticsHandleMsg_HapMeleeContact()
{
haptics->HapticsPunch(hap_melee_scale.GetFloat(), QAngle(0,0,0));
}
ConVar hap_noclip_avatar_scale("hap_noclip_avatar_scale", "0.10f", FCVAR_RELEASE|FCVAR_NEVER_AS_STRING);
void UpdateAvatarEffect(void)
{
if(!haptics->HasDevice())
return;
Vector vel;
Vector vvel;
Vector evel;
QAngle eye;
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
if(!pPlayer)
return;
eye = pPlayer->GetAbsAngles();
if(pPlayer->IsInAVehicle() && pPlayer->GetVehicle())
{
pPlayer->GetVehicle()->GetVehicleEnt()->EstimateAbsVelocity(vvel);
eye = pPlayer->GetVehicle()->GetVehicleEnt()->EyeAngles();
if(!Q_stristr(pPlayer->GetVehicle()->GetVehicleEnt()->GetClassname(),"choreo"))
{
eye[YAW] += 90;
}
}
else
{
vel = pPlayer->GetAbsVelocity();
}
Vector PlayerVel = pPlayer->GetAbsVelocity();
//Choreo vehicles use player avatar and don't produce their own velocity
if(!pPlayer->GetVehicle() || abs(vvel.Length()) == 0 )
{
vel = PlayerVel;
}
else
vel = vvel;
VectorYawRotate(vel, -90 -eye[YAW], vel );
vel.y = -vel.y;
vel.z = -vel.z;
switch(pPlayer->GetMoveType()) {
case MOVETYPE_NOCLIP:
vel *= hap_noclip_avatar_scale.GetFloat();
break;
default:
break;
}
haptics->UpdateAvatarVelocity(vel);
}
#endif
#ifndef CLIENT_DLL
void HapticsDamage(CBasePlayer* pPlayer, const CTakeDamageInfo &info)
{
#if !defined(TF_DLL) && !defined(CSTRIKE_DLL)
if(!pPlayer->HasHaptics())
return;// do not send to non haptic users.
Vector DamageDirection(0,0,0);
CBaseEntity *eInflictor = info.GetInflictor();
// Pat: nuero toxix crash fix
if(!eInflictor) {
return;
}
// Player Data
Vector playerPosition = pPlayer->GetLocalOrigin();
Vector inflictorPosition = eInflictor->GetLocalOrigin();
Vector posWithDir = playerPosition + (playerPosition - inflictorPosition);
pPlayer->WorldToEntitySpace(posWithDir, &DamageDirection);
QAngle dir(0,0,0);
VectorAngles(DamageDirection, dir);
float yawAngle = dir[YAW];
float pitchAngle = dir[PITCH];
int bitDamageType = info.GetDamageType();
if(bitDamageType & DMG_FALL)
{
pitchAngle = ((float)-90.0); // coming from beneath
}
else if(bitDamageType & DMG_BURN && (bitDamageType & ~DMG_BURN)==0)
{
// just burn, use the z axis here.
pitchAngle = 0.0;
}
#ifdef TERROR
else if(
(bitDamageType & ( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN ) ) &&
(bitDamageType & ~( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN ) )==0 )
{
// it is time based. and should not really do a punch.
return;
}
#endif
float sendDamage = info.GetDamage();
if(sendDamage>0.0f)
{
HapticMsg_HapDmg( pPlayer, pitchAngle, -yawAngle, sendDamage, bitDamageType );
}
#endif
}
void HapticPunch(CBasePlayer* pPlayer, float x, float y, float z)
{
HapticMsg_Punch( pPlayer, x, y, z );
}
void HapticMeleeContact(CBasePlayer* pPlayer)
{
HapticMsg_MeleeContact( pPlayer );
}
#endif // NOT CLIENT_DLL
void HapticProcessSound(const char* soundname, int entIndex)
{
#ifdef CLIENT_DLL
if (prediction->InPrediction() && prediction->IsFirstTimePredicted())
{
bool local = false;
C_BaseEntity *ent = C_BaseEntity::Instance( entIndex );
if(ent)
local = (entIndex == -1 || ent == C_BasePlayer::GetLocalPlayer() || ent == C_BasePlayer::GetLocalPlayer()->GetActiveWeapon());
haptics->ProcessHapticEvent(2,"Sounds",soundname);
}
#endif
}
#ifdef CLIENT_DLL
// NVNT add || defined(OTHER_DEFINITION) if your game uses vehicles.
#if defined( HL2_CLIENT_DLL )
#define HAPTIC_VEHICLE_DEFAULT "1"
#else
#define HAPTIC_VEHICLE_DEFAULT "0"
#endif
// determines weather the vehicles control box option is faded
ConVar hap_ui_vehicles( "hap_ui_vehicles",
HAPTIC_VEHICLE_DEFAULT,
0
);
#undef HAPTIC_VEHICLE_DEFAULT
void HapticsEnteredVehicle(C_BaseEntity* vehicle, C_BaseCombatCharacter *pPassenger )
{
if(!vehicle)
return;
// NVNT notify haptics system of navigation change.
C_PropVehicleDriveable* drivable = dynamic_cast<C_PropVehicleDriveable*>(vehicle);
bool hasgun = false;
if(drivable)
hasgun = drivable->HasGun();
if(Q_stristr(vehicle->GetClassname(),"airboat"))
{
haptics->ProcessHapticEvent(2,"Movement","airboat");
if(hasgun)
haptics->SetNavigationClass("vehicle_gun");
else
haptics->SetNavigationClass("vehicle_airboat");
}
else if(Q_stristr(vehicle->GetClassname(),"jeepepisodic"))
{
haptics->ProcessHapticEvent(2,"Movement","BaseVehicle");
haptics->SetNavigationClass("vehicle_nogun");
}
else if(Q_stristr(vehicle->GetClassname(),"jeep"))
{
haptics->ProcessHapticEvent(2,"Movement","BaseVehicle");
haptics->SetNavigationClass("vehicle_gun");
}
else if(Q_stristr(vehicle->GetClassname(),"choreo"))
{
haptics->ProcessHapticEvent(2,"Movement","ChoreoVehicle");
haptics->SetNavigationClass("vehicle_gun_nofix");//Give this a bit of aiming
}
else
{
haptics->ProcessHapticEvent(2,"Movement","BaseVehicle");
haptics->SetNavigationClass("vehicle_nogun");
}
Msg("VehicleType:%s:\n",vehicle->GetClassname());
}
void HapticsExitedVehicle(C_BaseEntity* vehicle, C_BaseCombatCharacter *pPassenger )
{
// NVNT notify haptics system of navigation change.
haptics->SetNavigationClass("on_foot");
haptics->ProcessHapticEvent(2,"Movement","BasePlayer");
}
#endif