jedi-academy/code/game/SpeederNPC.cpp
2013-04-23 17:10:44 +10:00

1180 lines
33 KiB
C++

// leave this line at the top for all g_xxxx.cpp files...
#include "g_headers.h"
//seems to be a compiler bug, it doesn't clean out the #ifdefs between dif-compiles
//or something, so the headers spew errors on these defs from the previous compile.
//this fixes that. -rww
#ifdef _JK2MP
//get rid of all the crazy defs we added for this file
#undef currentAngles
#undef currentOrigin
#undef mins
#undef maxs
#undef legsAnimTimer
#undef torsoAnimTimer
#undef bool
#undef false
#undef true
#undef sqrtf
#undef Q_flrand
#undef MOD_EXPLOSIVE
#endif
#ifdef _JK2 //SP does not have this preprocessor for game like MP does
#ifndef _JK2MP
#define _JK2MP
#endif
#endif
#ifndef _JK2MP //if single player
#ifndef QAGAME //I don't think we have a QAGAME define
#define QAGAME //but define it cause in sp we're always in the game
#endif
#endif
#ifdef QAGAME //including game headers on cgame is FORBIDDEN ^_^
#include "g_local.h"
#elif defined _JK2MP
#include "bg_public.h"
#endif
#ifndef _JK2MP
#include "g_functions.h"
#include "g_vehicles.h"
#include "../game/wp_saber.h"
#include "../cgame/cg_local.h"
#else
#include "bg_vehicles.h"
#endif
#ifdef _JK2MP
//this is really horrible, but it works! just be sure not to use any locals or anything
//with these names (exluding bool, false, true). -rww
#define currentAngles r.currentAngles
#define currentOrigin r.currentOrigin
#define mins r.mins
#define maxs r.maxs
#define legsAnimTimer legsTimer
#define torsoAnimTimer torsoTimer
#define bool qboolean
#define false qfalse
#define true qtrue
#define sqrtf sqrt
#define Q_flrand flrand
#define MOD_EXPLOSIVE MOD_SUICIDE
#else
#define bgEntity_t gentity_t
extern void NPC_SetAnim(gentity_t *ent,int setAnimParts,int anim,int setAnimFlags, int iBlend);
#endif
extern float DotToSpot( vec3_t spot, vec3_t from, vec3_t fromAngles );
#ifdef QAGAME //SP or gameside MP
extern vmCvar_t cg_thirdPersonAlpha;
extern vec3_t playerMins;
extern vec3_t playerMaxs;
extern cvar_t *g_speederControlScheme;
extern void ChangeWeapon( gentity_t *ent, int newWeapon );
extern void PM_SetAnim(pmove_t *pm,int setAnimParts,int anim,int setAnimFlags, int blendTime);
extern int PM_AnimLength( int index, animNumber_t anim );
#endif
#ifdef _JK2MP
#include "../namespace_begin.h"
extern void BG_SetAnim(playerState_t *ps, animation_t *animations, int setAnimParts,int anim,int setAnimFlags, int blendTime);
extern int BG_GetTime(void);
#endif
//Alright, actually, most of this file is shared between game and cgame for MP.
//I would like to keep it this way, so when modifying for SP please keep in
//mind the bgEntity restrictions imposed. -rww
#define STRAFERAM_DURATION 8
#define STRAFERAM_ANGLE 8
#ifndef _JK2MP
bool VEH_StartStrafeRam(Vehicle_t *pVeh, bool Right)
{
if (!(pVeh->m_ulFlags&VEH_STRAFERAM))
{
float speed = VectorLength(pVeh->m_pParentEntity->client->ps.velocity);
if (speed>400.0f)
{
// Compute Pos3
//--------------
vec3_t right;
AngleVectors(pVeh->m_vOrientation, 0, right, 0);
VectorMA(pVeh->m_pParentEntity->client->ps.velocity, (Right)?( speed):(-speed), right, pVeh->m_pParentEntity->pos3);
pVeh->m_ulFlags |= VEH_STRAFERAM;
pVeh->m_fStrafeTime = (Right)?(STRAFERAM_DURATION):(-STRAFERAM_DURATION);
if (pVeh->m_iSoundDebounceTimer<level.time && Q_irand(0,1)==0)
{
int shiftSound = Q_irand(1,4);
switch (shiftSound)
{
case 1: shiftSound=pVeh->m_pVehicleInfo->soundShift1; break;
case 2: shiftSound=pVeh->m_pVehicleInfo->soundShift2; break;
case 3: shiftSound=pVeh->m_pVehicleInfo->soundShift3; break;
case 4: shiftSound=pVeh->m_pVehicleInfo->soundShift4; break;
}
if (shiftSound)
{
pVeh->m_iSoundDebounceTimer = level.time + Q_irand(1000, 4000);
G_SoundIndexOnEnt( pVeh->m_pParentEntity, CHAN_AUTO, shiftSound);
}
}
return true;
}
}
return false;
}
#else
bool VEH_StartStrafeRam(Vehicle_t *pVeh, bool Right, int Duration)
{
return false;
}
#endif
#ifdef QAGAME //game-only.. for now
// Like a think or move command, this updates various vehicle properties.
bool Update( Vehicle_t *pVeh, const usercmd_t *pUcmd )
{
if ( !g_vehicleInfo[VEHICLE_BASE].Update( pVeh, pUcmd ) )
{
return false;
}
// See whether this vehicle should be exploding.
if ( pVeh->m_iDieTime != 0 )
{
pVeh->m_pVehicleInfo->DeathUpdate( pVeh );
}
// Update move direction.
#ifndef _JK2MP //this makes prediction unhappy, and rightfully so.
gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
if ( pVeh->m_ulFlags & VEH_FLYING )
{
vec3_t vVehAngles;
VectorSet(vVehAngles, 0, pVeh->m_vOrientation[YAW], 0 );
AngleVectors( vVehAngles, parent->client->ps.moveDir, NULL, NULL );
}
else
{
vec3_t vVehAngles;
VectorSet(vVehAngles, pVeh->m_vOrientation[PITCH], pVeh->m_vOrientation[YAW], 0 );
AngleVectors( vVehAngles, parent->client->ps.moveDir, NULL, NULL );
}
// Check For A Strafe Ram
//------------------------
if (!(pVeh->m_ulFlags&VEH_STRAFERAM) && !(pVeh->m_ulFlags&VEH_FLYING))
{
// Started A Strafe
//------------------
if (pVeh->m_ucmd.rightmove && !pVeh->m_fStrafeTime)
{
pVeh->m_fStrafeTime = (pVeh->m_ucmd.rightmove>0)?(level.time):(-1*level.time);
}
// Ended A Strafe
//----------------
else if (!pVeh->m_ucmd.rightmove && pVeh->m_fStrafeTime)
{
// If It Was A Short Burst, Start The Strafe Ram
//-----------------------------------------------
if ((level.time - abs(pVeh->m_fStrafeTime))<300)
{
if (!VEH_StartStrafeRam(pVeh, (pVeh->m_fStrafeTime>0)))
{
pVeh->m_fStrafeTime = 0;
}
}
// Otherwise, Clear The Timer
//----------------------------
else
{
pVeh->m_fStrafeTime = 0;
}
}
}
// If Currently In A StrafeRam, Check To See If It Is Done (Timed Out)
//---------------------------------------------------------------------
else if (!pVeh->m_fStrafeTime)
{
pVeh->m_ulFlags &=~VEH_STRAFERAM;
}
// Exhaust Effects Start And Stop When The Accelerator Is Pressed
//----------------------------------------------------------------
if (pVeh->m_pVehicleInfo->iExhaustFX)
{
// Start It On Each Exhaust Bolt
//-------------------------------
if (pVeh->m_ucmd.forwardmove && !(pVeh->m_ulFlags&VEH_ACCELERATORON))
{
pVeh->m_ulFlags |= VEH_ACCELERATORON;
for (int i=0; (i<MAX_VEHICLE_EXHAUSTS && pVeh->m_iExhaustTag[i]!=-1); i++)
{
G_PlayEffect(pVeh->m_pVehicleInfo->iExhaustFX, parent->playerModel, pVeh->m_iExhaustTag[i], parent->s.number, parent->currentOrigin, 1, qtrue);
}
}
// Stop It On Each Exhaust Bolt
//------------------------------
else if (!pVeh->m_ucmd.forwardmove && (pVeh->m_ulFlags&VEH_ACCELERATORON))
{
pVeh->m_ulFlags &=~VEH_ACCELERATORON;
for (int i=0; (i<MAX_VEHICLE_EXHAUSTS && pVeh->m_iExhaustTag[i]!=-1); i++)
{
G_StopEffect(pVeh->m_pVehicleInfo->iExhaustFX, parent->playerModel, pVeh->m_iExhaustTag[i], parent->s.number);
}
}
}
if (!(pVeh->m_ulFlags&VEH_ARMORLOW) && (pVeh->m_iArmor <= pVeh->m_pVehicleInfo->armor/3))
{
pVeh->m_ulFlags |= VEH_ARMORLOW;
}
// Armor Gone Effects (Fire)
//---------------------------
if (pVeh->m_pVehicleInfo->iArmorGoneFX)
{
if (!(pVeh->m_ulFlags&VEH_ARMORGONE) && (pVeh->m_iArmor <= 0))
{
pVeh->m_ulFlags |= VEH_ARMORGONE;
G_PlayEffect(pVeh->m_pVehicleInfo->iArmorGoneFX, parent->playerModel, parent->crotchBolt, parent->s.number, parent->currentOrigin, 1, qtrue);
parent->s.loopSound = G_SoundIndex( "sound/vehicles/common/fire_lp.wav" );
}
}
#endif
return true;
}
#endif //QAGAME
//MP RULE - ALL PROCESSMOVECOMMANDS FUNCTIONS MUST BE BG-COMPATIBLE!!!
//If you really need to violate this rule for SP, then use ifdefs.
//By BG-compatible, I mean no use of game-specific data - ONLY use
//stuff available in the MP bgEntity (in SP, the bgEntity is #defined
//as a gentity, but the MP-compatible access restrictions are based
//on the bgEntity structure in the MP codebase) -rww
// ProcessMoveCommands the Vehicle.
static void ProcessMoveCommands( Vehicle_t *pVeh )
{
/************************************************************************************/
/* BEGIN Here is where we move the vehicle (forward or back or whatever). BEGIN */
/************************************************************************************/
//Client sets ucmds and such for speed alterations
float speedInc, speedIdleDec, speedIdle, speedIdleAccel, speedMin, speedMax;
playerState_t *parentPS;
playerState_t *pilotPS = NULL;
int curTime;
#ifdef _JK2MP
parentPS = pVeh->m_pParentEntity->playerState;
if (pVeh->m_pPilot)
{
pilotPS = pVeh->m_pPilot->playerState;
}
#else
parentPS = &pVeh->m_pParentEntity->client->ps;
if (pVeh->m_pPilot)
{
pilotPS = &pVeh->m_pPilot->client->ps;
}
#endif
// If we're flying, make us accelerate at 40% (about half) acceleration rate, and restore the pitch
// to origin (straight) position (at 5% increments).
if ( pVeh->m_ulFlags & VEH_FLYING )
{
speedInc = pVeh->m_pVehicleInfo->acceleration * pVeh->m_fTimeModifier * 0.4f;
}
#ifdef _JK2MP
else if ( !parentPS->m_iVehicleNum )
#else
else if ( !pVeh->m_pVehicleInfo->Inhabited( pVeh ) )
#endif
{//drifts to a stop
speedInc = 0;
//pVeh->m_ucmd.forwardmove = 127;
}
else
{
speedInc = pVeh->m_pVehicleInfo->acceleration * pVeh->m_fTimeModifier;
}
speedIdleDec = pVeh->m_pVehicleInfo->decelIdle * pVeh->m_fTimeModifier;
#ifndef _JK2MP//SP
curTime = level.time;
#elif QAGAME//MP GAME
curTime = level.time;
#elif CGAME//MP CGAME
//FIXME: pass in ucmd? Not sure if this is reliable...
curTime = pm->cmd.serverTime;
#endif
if ( (pVeh->m_pPilot /*&& (pilotPS->weapon == WP_NONE || pilotPS->weapon == WP_MELEE )*/ &&
(pVeh->m_ucmd.buttons & BUTTON_ALT_ATTACK) && pVeh->m_pVehicleInfo->turboSpeed)
#ifdef _JK2MP
||
(parentPS && parentPS->electrifyTime > curTime && pVeh->m_pVehicleInfo->turboSpeed) //make them go!
#endif
)
{
#ifdef _JK2MP
if ( (parentPS && parentPS->electrifyTime > curTime) ||
(pVeh->m_pPilot->playerState &&
(pVeh->m_pPilot->playerState->weapon == WP_MELEE ||
(pVeh->m_pPilot->playerState->weapon == WP_SABER && pVeh->m_pPilot->playerState->saberHolstered))) )
{
#endif
if ((curTime - pVeh->m_iTurboTime)>pVeh->m_pVehicleInfo->turboRecharge)
{
pVeh->m_iTurboTime = (curTime + pVeh->m_pVehicleInfo->turboDuration);
if (pVeh->m_pVehicleInfo->iTurboStartFX)
{
int i;
for (i=0; (i<MAX_VEHICLE_EXHAUSTS && pVeh->m_iExhaustTag[i]!=-1); i++)
{
#ifndef _JK2MP//SP
// Start The Turbo Fx Start
//--------------------------
G_PlayEffect(pVeh->m_pVehicleInfo->iTurboStartFX, pVeh->m_pParentEntity->playerModel, pVeh->m_iExhaustTag[i], pVeh->m_pParentEntity->s.number, pVeh->m_pParentEntity->currentOrigin );
// Start The Looping Effect
//--------------------------
if (pVeh->m_pVehicleInfo->iTurboFX)
{
G_PlayEffect(pVeh->m_pVehicleInfo->iTurboFX, pVeh->m_pParentEntity->playerModel, pVeh->m_iExhaustTag[i], pVeh->m_pParentEntity->s.number, pVeh->m_pParentEntity->currentOrigin, pVeh->m_pVehicleInfo->turboDuration, qtrue);
}
#else
#ifdef QAGAME
if (pVeh->m_pParentEntity &&
pVeh->m_pParentEntity->ghoul2 &&
pVeh->m_pParentEntity->playerState)
{ //fine, I'll use a tempent for this, but only because it's played only once at the start of a turbo.
vec3_t boltOrg, boltDir;
mdxaBone_t boltMatrix;
VectorSet(boltDir, 0.0f, pVeh->m_pParentEntity->playerState->viewangles[YAW], 0.0f);
trap_G2API_GetBoltMatrix(pVeh->m_pParentEntity->ghoul2, 0, pVeh->m_iExhaustTag[i], &boltMatrix, boltDir, pVeh->m_pParentEntity->playerState->origin, level.time, NULL, pVeh->m_pParentEntity->modelScale);
BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, boltOrg);
BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, boltDir);
G_PlayEffectID(pVeh->m_pVehicleInfo->iTurboStartFX, boltOrg, boltDir);
}
#endif
#endif
}
}
#ifndef _JK2MP //kill me now
if (pVeh->m_pVehicleInfo->soundTurbo)
{
G_SoundIndexOnEnt(pVeh->m_pParentEntity, CHAN_AUTO, pVeh->m_pVehicleInfo->soundTurbo);
}
#endif
parentPS->speed = pVeh->m_pVehicleInfo->turboSpeed; // Instantly Jump To Turbo Speed
}
#ifdef _JK2MP
}
#endif
}
// Slide Breaking
if (pVeh->m_ulFlags&VEH_SLIDEBREAKING)
{
if (pVeh->m_ucmd.forwardmove>=0
#ifndef _JK2MP
|| ((level.time - pVeh->m_pParentEntity->lastMoveTime)>500)
#endif
)
{
pVeh->m_ulFlags &= ~VEH_SLIDEBREAKING;
}
parentPS->speed = 0;
}
else if (
(curTime > pVeh->m_iTurboTime) &&
!(pVeh->m_ulFlags&VEH_FLYING) &&
pVeh->m_ucmd.forwardmove<0 &&
fabs(pVeh->m_vOrientation[ROLL])>25.0f)
{
pVeh->m_ulFlags |= VEH_SLIDEBREAKING;
}
if ( curTime < pVeh->m_iTurboTime )
{
speedMax = pVeh->m_pVehicleInfo->turboSpeed;
if (parentPS)
{
parentPS->eFlags |= EF_JETPACK_ACTIVE;
}
}
else
{
speedMax = pVeh->m_pVehicleInfo->speedMax;
if (parentPS)
{
parentPS->eFlags &= ~EF_JETPACK_ACTIVE;
}
}
speedIdle = pVeh->m_pVehicleInfo->speedIdle;
speedIdleAccel = pVeh->m_pVehicleInfo->accelIdle * pVeh->m_fTimeModifier;
speedMin = pVeh->m_pVehicleInfo->speedMin;
if ( parentPS->speed || parentPS->groundEntityNum == ENTITYNUM_NONE ||
pVeh->m_ucmd.forwardmove || pVeh->m_ucmd.upmove > 0 )
{
if ( pVeh->m_ucmd.forwardmove > 0 && speedInc )
{
parentPS->speed += speedInc;
}
else if ( pVeh->m_ucmd.forwardmove < 0 )
{
if ( parentPS->speed > speedIdle )
{
parentPS->speed -= speedInc;
}
else if ( parentPS->speed > speedMin )
{
parentPS->speed -= speedIdleDec;
}
}
// No input, so coast to stop.
else if ( parentPS->speed > 0.0f )
{
parentPS->speed -= speedIdleDec;
if ( parentPS->speed < 0.0f )
{
parentPS->speed = 0.0f;
}
}
else if ( parentPS->speed < 0.0f )
{
parentPS->speed += speedIdleDec;
if ( parentPS->speed > 0.0f )
{
parentPS->speed = 0.0f;
}
}
}
else
{
if ( !pVeh->m_pVehicleInfo->strafePerc
#ifdef _JK2MP
|| (0 && pVeh->m_pParentEntity->s.number < MAX_CLIENTS) )
#else
|| (!g_speederControlScheme->value && !pVeh->m_pParentEntity->s.number) )
#endif
{//if in a strafe-capable vehicle, clear strafing unless using alternate control scheme
//pVeh->m_ucmd.rightmove = 0;
}
}
if ( parentPS->speed > speedMax )
{
parentPS->speed = speedMax;
}
else if ( parentPS->speed < speedMin )
{
parentPS->speed = speedMin;
}
#ifndef _JK2MP
// In SP, The AI Pilots Can Directly Control The Speed Of Their Bike In Order To
// Match The Speed Of The Person They Are Trying To Chase
//-------------------------------------------------------------------------------
if (pVeh->m_pPilot && (pVeh->m_ucmd.buttons&BUTTON_VEH_SPEED))
{
parentPS->speed = pVeh->m_pPilot->client->ps.speed;
}
#endif
/********************************************************************************/
/* END Here is where we move the vehicle (forward or back or whatever). END */
/********************************************************************************/
}
//MP RULE - ALL PROCESSORIENTCOMMANDS FUNCTIONS MUST BE BG-COMPATIBLE!!!
//If you really need to violate this rule for SP, then use ifdefs.
//By BG-compatible, I mean no use of game-specific data - ONLY use
//stuff available in the MP bgEntity (in SP, the bgEntity is #defined
//as a gentity, but the MP-compatible access restrictions are based
//on the bgEntity structure in the MP codebase) -rww
//Oh, and please, use "< MAX_CLIENTS" to check for "player" and not
//"!s.number", this is a universal check that will work for both SP
//and MP. -rww
// ProcessOrientCommands the Vehicle.
#ifdef _JK2MP //temp hack til mp speeder controls are sorted -rww
extern void AnimalProcessOri(Vehicle_t *pVeh);
#endif
void ProcessOrientCommands( Vehicle_t *pVeh )
{
/********************************************************************************/
/* BEGIN Here is where make sure the vehicle is properly oriented. BEGIN */
/********************************************************************************/
playerState_t *riderPS;
playerState_t *parentPS;
#ifdef _JK2MP
float angDif;
if (pVeh->m_pPilot)
{
riderPS = pVeh->m_pPilot->playerState;
}
else
{
riderPS = pVeh->m_pParentEntity->playerState;
}
parentPS = pVeh->m_pParentEntity->playerState;
//pVeh->m_vOrientation[YAW] = 0.0f;//riderPS->viewangles[YAW];
angDif = AngleSubtract(pVeh->m_vOrientation[YAW], riderPS->viewangles[YAW]);
if (parentPS && parentPS->speed)
{
float s = parentPS->speed;
float maxDif = pVeh->m_pVehicleInfo->turningSpeed*4.0f; //magic number hackery
if (s < 0.0f)
{
s = -s;
}
angDif *= s/pVeh->m_pVehicleInfo->speedMax;
if (angDif > maxDif)
{
angDif = maxDif;
}
else if (angDif < -maxDif)
{
angDif = -maxDif;
}
pVeh->m_vOrientation[YAW] = AngleNormalize180(pVeh->m_vOrientation[YAW] - angDif*(pVeh->m_fTimeModifier*0.2f));
if (parentPS->electrifyTime > pm->cmd.serverTime)
{ //do some crazy stuff
pVeh->m_vOrientation[YAW] += (sin(pm->cmd.serverTime/1000.0f)*3.0f)*pVeh->m_fTimeModifier;
}
}
#else
gentity_t *rider = pVeh->m_pParentEntity->owner;
if ( !rider || !rider->client )
{
riderPS = &pVeh->m_pParentEntity->client->ps;
}
else
{
riderPS = &rider->client->ps;
}
parentPS = &pVeh->m_pParentEntity->client->ps;
if (pVeh->m_ulFlags & VEH_FLYING)
{
pVeh->m_vOrientation[YAW] += pVeh->m_vAngularVelocity;
}
else if (
(pVeh->m_ulFlags & VEH_SLIDEBREAKING) || // No Angles Control While Out Of Control
(pVeh->m_ulFlags & VEH_OUTOFCONTROL) // No Angles Control While Out Of Control
)
{
// Any ability to change orientation?
}
else if (
(pVeh->m_ulFlags & VEH_STRAFERAM) // No Angles Control While Strafe Ramming
)
{
if (pVeh->m_fStrafeTime>0)
{
pVeh->m_fStrafeTime--;
pVeh->m_vOrientation[ROLL] += (pVeh->m_fStrafeTime<( STRAFERAM_DURATION/2))?(-STRAFERAM_ANGLE):( STRAFERAM_ANGLE);
}
else if (pVeh->m_fStrafeTime<0)
{
pVeh->m_fStrafeTime++;
pVeh->m_vOrientation[ROLL] += (pVeh->m_fStrafeTime>(-STRAFERAM_DURATION/2))?( STRAFERAM_ANGLE):(-STRAFERAM_ANGLE);
}
}
else
{
pVeh->m_vOrientation[YAW] = riderPS->viewangles[YAW];
}
#endif
/********************************************************************************/
/* END Here is where make sure the vehicle is properly oriented. END */
/********************************************************************************/
}
#ifdef QAGAME
extern void PM_SetAnim(pmove_t *pm,int setAnimParts,int anim,int setAnimFlags, int blendTime);
extern int PM_AnimLength( int index, animNumber_t anim );
// This function makes sure that the vehicle is properly animated.
void AnimateVehicle( Vehicle_t *pVeh )
{
}
#endif //QAGAME
//rest of file is shared
#ifndef _JK2MP
extern void CG_ChangeWeapon( int num );
#endif
#ifndef _JK2MP
extern void G_StartMatrixEffect( gentity_t *ent, int meFlags = 0, int length = 1000, float timeScale = 0.0f, int spinTime = 0 );
#endif
//NOTE NOTE NOTE NOTE NOTE NOTE
//I want to keep this function BG too, because it's fairly generic already, and it
//would be nice to have proper prediction of animations. -rww
// This function makes sure that the rider's in this vehicle are properly animated.
void AnimateRiders( Vehicle_t *pVeh )
{
animNumber_t Anim = BOTH_VS_IDLE;
float fSpeedPercToMax;
int iFlags = SETANIM_FLAG_NORMAL, iBlend = 300;
playerState_t *pilotPS;
playerState_t *parentPS;
int curTime;
// Boarding animation.
if ( pVeh->m_iBoarding != 0 )
{
// We've just started moarding, set the amount of time it will take to finish moarding.
if ( pVeh->m_iBoarding < 0 )
{
int iAnimLen;
// Boarding from left...
if ( pVeh->m_iBoarding == -1 )
{
Anim = BOTH_VS_MOUNT_L;
}
else if ( pVeh->m_iBoarding == -2 )
{
Anim = BOTH_VS_MOUNT_R;
}
else if ( pVeh->m_iBoarding == -3 )
{
Anim = BOTH_VS_MOUNTJUMP_L;
}
else if ( pVeh->m_iBoarding == VEH_MOUNT_THROW_LEFT)
{
iBlend = 0;
Anim = BOTH_VS_MOUNTTHROW_R;
}
else if ( pVeh->m_iBoarding == VEH_MOUNT_THROW_RIGHT)
{
iBlend = 0;
Anim = BOTH_VS_MOUNTTHROW_L;
}
// Set the delay time (which happens to be the time it takes for the animation to complete).
// NOTE: Here I made it so the delay is actually 40% (0.4f) of the animation time.
#ifdef _JK2MP
iAnimLen = BG_AnimLength( pVeh->m_pPilot->localAnimIndex, Anim ) * 0.4f;
pVeh->m_iBoarding = BG_GetTime() + iAnimLen;
#else
iAnimLen = PM_AnimLength( pVeh->m_pPilot->client->clientInfo.animFileIndex, Anim );// * 0.4f;
if (pVeh->m_iBoarding!=VEH_MOUNT_THROW_LEFT && pVeh->m_iBoarding!=VEH_MOUNT_THROW_RIGHT)
{
pVeh->m_iBoarding = level.time + (iAnimLen*0.4f);
}
else
{
pVeh->m_iBoarding = level.time + iAnimLen;
}
#endif
// Set the animation, which won't be interrupted until it's completed.
// TODO: But what if he's killed? Should the animation remain persistant???
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
#ifdef _JK2MP
BG_SetAnim(pVeh->m_pPilot->playerState, bgAllAnims[pVeh->m_pPilot->localAnimIndex].anims,
SETANIM_BOTH, Anim, iFlags, iBlend);
#else
NPC_SetAnim( pVeh->m_pPilot, SETANIM_BOTH, Anim, iFlags, iBlend );
if (pVeh->m_pOldPilot)
{
iAnimLen = PM_AnimLength( pVeh->m_pPilot->client->clientInfo.animFileIndex, BOTH_VS_MOUNTTHROWEE);
NPC_SetAnim( pVeh->m_pOldPilot, SETANIM_BOTH, BOTH_VS_MOUNTTHROWEE, iFlags, iBlend );
}
#endif
}
#ifndef _JK2MP
if (pVeh->m_pOldPilot && pVeh->m_pOldPilot->client->ps.torsoAnimTimer<=0)
{
if (Q_irand(0, player->count)==0)
{
player->count++;
player->lastEnemy = pVeh->m_pOldPilot;
G_StartMatrixEffect(player, MEF_LOOK_AT_ENEMY|MEF_NO_RANGEVAR|MEF_NO_VERTBOB|MEF_NO_SPIN, 1000);
}
gentity_t* oldPilot = pVeh->m_pOldPilot;
pVeh->m_pVehicleInfo->Eject(pVeh, pVeh->m_pOldPilot, qtrue); // will set pointer to zero
// Kill Him
//----------
oldPilot->client->noRagTime = -1; // no ragdoll for you
G_Damage(oldPilot, pVeh->m_pPilot, pVeh->m_pPilot, pVeh->m_pPilot->currentAngles, pVeh->m_pPilot->currentOrigin, 1000, 0, MOD_CRUSH);
// Compute THe Throw Direction As Backwards From The Vehicle's Velocity
//----------------------------------------------------------------------
vec3_t throwDir;
VectorScale(pVeh->m_pParentEntity->client->ps.velocity, -1.0f, throwDir);
VectorNormalize(throwDir);
throwDir[2] += 0.3f; // up a little
// Now Throw Him Out
//-------------------
G_Throw(oldPilot, throwDir, VectorLength(pVeh->m_pParentEntity->client->ps.velocity)/10.0f);
NPC_SetAnim(oldPilot, SETANIM_BOTH, BOTH_DEATHBACKWARD1, SETANIM_FLAG_OVERRIDE, iBlend );
}
#endif
return;
}
#ifdef _JK2MP //fixme
if (1) return;
#endif
#ifdef _JK2MP
pilotPS = pVeh->m_pPilot->playerState;
parentPS = pVeh->m_pPilot->playerState;
#else
pilotPS = &pVeh->m_pPilot->client->ps;
parentPS = &pVeh->m_pParentEntity->client->ps;
#endif
#ifndef _JK2MP//SP
curTime = level.time;
#elif QAGAME//MP GAME
curTime = level.time;
#elif CGAME//MP CGAME
//FIXME: pass in ucmd? Not sure if this is reliable...
curTime = pm->cmd.serverTime;
#endif
// Percentage of maximum speed relative to current speed.
fSpeedPercToMax = parentPS->speed / pVeh->m_pVehicleInfo->speedMax;
/* // Going in reverse...
#ifdef _JK2MP
if ( pVeh->m_ucmd.forwardmove < 0 && !(pVeh->m_ulFlags & VEH_SLIDEBREAKING))
#else
if ( fSpeedPercToMax < -0.018f && !(pVeh->m_ulFlags & VEH_SLIDEBREAKING))
#endif
{
Anim = BOTH_VS_REV;
iBlend = 500;
bool HasWeapon = ((pilotPS->weapon != WP_NONE) && (pilotPS->weapon != WP_MELEE));
if (HasWeapon)
{
if (pVeh->m_pPilot->s.number<MAX_CLIENTS)
{
CG_ChangeWeapon(WP_NONE);
}
pVeh->m_pPilot->client->ps.weapon = WP_NONE;
G_RemoveWeaponModels(pVeh->m_pPilot);
}
}
else
*/
{
bool HasWeapon = ((pilotPS->weapon != WP_NONE) && (pilotPS->weapon != WP_MELEE));
bool Attacking = (HasWeapon && !!(pVeh->m_ucmd.buttons&BUTTON_ATTACK));
#ifdef _JK2MP //fixme: flying tends to spaz out a lot
bool Flying = false;
bool Crashing = false;
#else
bool Flying = !!(pVeh->m_ulFlags & VEH_FLYING);
bool Crashing = !!(pVeh->m_ulFlags & VEH_CRASHING);
#endif
bool Right = (pVeh->m_ucmd.rightmove>0);
bool Left = (pVeh->m_ucmd.rightmove<0);
bool Turbo = (curTime<pVeh->m_iTurboTime);
EWeaponPose WeaponPose = WPOSE_NONE;
// Remove Crashing Flag
//----------------------
pVeh->m_ulFlags &= ~VEH_CRASHING;
// Put Away Saber When It Is Not Active
//--------------------------------------
#ifndef _JK2MP
if (HasWeapon &&
(pVeh->m_pPilot->s.number>=MAX_CLIENTS || (cg.weaponSelectTime+500)<cg.time) &&
(Turbo || (pilotPS->weapon==WP_SABER && !pilotPS->SaberActive())))
{
if (pVeh->m_pPilot->s.number<MAX_CLIENTS)
{
pVeh->m_pPilot->client->ps.stats[ STAT_WEAPONS ] |= 1; // Riding means you get WP_NONE
CG_ChangeWeapon(WP_NONE);
}
pVeh->m_pPilot->client->ps.weapon = WP_NONE;
G_RemoveWeaponModels(pVeh->m_pPilot);
}
#endif
// Don't Interrupt Attack Anims
//------------------------------
#ifdef _JK2MP
if (pilotPS->weaponTime>0)
{
return;
}
#else
if (pilotPS->torsoAnim>=BOTH_VS_ATL_S && pilotPS->torsoAnim<=BOTH_VS_ATF_G)
{
float bodyCurrent = 0.0f;
int bodyEnd = 0;
if (!!gi.G2API_GetBoneAnimIndex(&pVeh->m_pPilot->ghoul2[pVeh->m_pPilot->playerModel], pVeh->m_pPilot->rootBone, level.time, &bodyCurrent, NULL, &bodyEnd, NULL, NULL, NULL))
{
if (bodyCurrent<=((float)(bodyEnd)-1.5f))
{
return;
}
}
}
#endif
// Compute The Weapon Pose
//--------------------------
if (pilotPS->weapon==WP_BLASTER)
{
WeaponPose = WPOSE_BLASTER;
}
else if (pilotPS->weapon==WP_SABER)
{
if ( (pVeh->m_ulFlags&VEH_SABERINLEFTHAND) && pilotPS->torsoAnim==BOTH_VS_ATL_TO_R_S)
{
pVeh->m_ulFlags &= ~VEH_SABERINLEFTHAND;
}
if (!(pVeh->m_ulFlags&VEH_SABERINLEFTHAND) && pilotPS->torsoAnim==BOTH_VS_ATR_TO_L_S)
{
pVeh->m_ulFlags |= VEH_SABERINLEFTHAND;
}
WeaponPose = (pVeh->m_ulFlags&VEH_SABERINLEFTHAND)?(WPOSE_SABERLEFT):(WPOSE_SABERRIGHT);
}
if (Attacking && WeaponPose)
{// Attack!
iBlend = 100;
iFlags = SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART;
// Auto Aiming
//===============================================
if (!Left && !Right) // Allow player strafe keys to override
{
#ifndef _JK2MP
if (pVeh->m_pPilot->enemy)
{
vec3_t toEnemy;
float toEnemyDistance;
vec3_t actorRight;
float actorRightDot;
VectorSubtract(pVeh->m_pPilot->currentOrigin, pVeh->m_pPilot->enemy->currentOrigin, toEnemy);
toEnemyDistance = VectorNormalize(toEnemy);
AngleVectors(pVeh->m_pParentEntity->currentAngles, 0, actorRight, 0);
actorRightDot = DotProduct(toEnemy, actorRight);
if (fabsf(actorRightDot)>0.5f || pilotPS->weapon==WP_SABER)
{
Left = (actorRightDot>0.0f);
Right = !Left;
}
else
{
Right = Left = false;
}
}
else
#endif
if (pilotPS->weapon==WP_SABER && !Left && !Right)
{
Left = (WeaponPose==WPOSE_SABERLEFT);
Right = !Left;
}
}
if (Left)
{// Attack Left
switch(WeaponPose)
{
case WPOSE_BLASTER: Anim = BOTH_VS_ATL_G; break;
case WPOSE_SABERLEFT: Anim = BOTH_VS_ATL_S; break;
case WPOSE_SABERRIGHT: Anim = BOTH_VS_ATR_TO_L_S; break;
default: assert(0);
}
}
else if (Right)
{// Attack Right
switch(WeaponPose)
{
case WPOSE_BLASTER: Anim = BOTH_VS_ATR_G; break;
case WPOSE_SABERLEFT: Anim = BOTH_VS_ATL_TO_R_S; break;
case WPOSE_SABERRIGHT: Anim = BOTH_VS_ATR_S; break;
default: assert(0);
}
}
else
{// Attack Ahead
switch(WeaponPose)
{
case WPOSE_BLASTER: Anim = BOTH_VS_ATF_G; break;
default: assert(0);
}
}
}
else if (Left && pVeh->m_ucmd.buttons&BUTTON_USE)
{// Look To The Left Behind
iBlend = 400;
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
switch(WeaponPose)
{
case WPOSE_SABERLEFT: Anim = BOTH_VS_IDLE_SL; break;
case WPOSE_SABERRIGHT: Anim = BOTH_VS_IDLE_SR; break;
default: Anim = BOTH_VS_LOOKLEFT;
}
}
else if (Right && pVeh->m_ucmd.buttons&BUTTON_USE)
{// Look To The Right Behind
iBlend = 400;
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
switch(WeaponPose)
{
case WPOSE_SABERLEFT: Anim = BOTH_VS_IDLE_SL; break;
case WPOSE_SABERRIGHT: Anim = BOTH_VS_IDLE_SR; break;
default: Anim = BOTH_VS_LOOKRIGHT;
}
}
else if (Turbo)
{// Kicked In Turbo
iBlend = 50;
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLDLESS;
Anim = BOTH_VS_TURBO;
}
else if (Flying)
{// Off the ground in a jump
iBlend = 800;
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
switch(WeaponPose)
{
case WPOSE_NONE: Anim = BOTH_VS_AIR; break;
case WPOSE_BLASTER: Anim = BOTH_VS_AIR_G; break;
case WPOSE_SABERLEFT: Anim = BOTH_VS_AIR_SL; break;
case WPOSE_SABERRIGHT: Anim = BOTH_VS_AIR_SR; break;
default: assert(0);
}
}
else if (Crashing)
{// Hit the ground!
iBlend = 100;
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLDLESS;
switch(WeaponPose)
{
case WPOSE_NONE: Anim = BOTH_VS_LAND; break;
case WPOSE_BLASTER: Anim = BOTH_VS_LAND_G; break;
case WPOSE_SABERLEFT: Anim = BOTH_VS_LAND_SL; break;
case WPOSE_SABERRIGHT: Anim = BOTH_VS_LAND_SR; break;
default: assert(0);
}
}
else
{// No Special Moves
iBlend = 300;
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLDLESS;
if (pVeh->m_vOrientation[ROLL] <= -20)
{// Lean Left
switch(WeaponPose)
{
case WPOSE_NONE: Anim = BOTH_VS_LEANL; break;
case WPOSE_BLASTER: Anim = BOTH_VS_LEANL_G; break;
case WPOSE_SABERLEFT: Anim = BOTH_VS_LEANL_SL; break;
case WPOSE_SABERRIGHT: Anim = BOTH_VS_LEANL_SR; break;
default: assert(0);
}
}
else if (pVeh->m_vOrientation[ROLL] >= 20)
{// Lean Right
switch(WeaponPose)
{
case WPOSE_NONE: Anim = BOTH_VS_LEANR; break;
case WPOSE_BLASTER: Anim = BOTH_VS_LEANR_G; break;
case WPOSE_SABERLEFT: Anim = BOTH_VS_LEANR_SL; break;
case WPOSE_SABERRIGHT: Anim = BOTH_VS_LEANR_SR; break;
default: assert(0);
}
}
else
{// No Lean
switch(WeaponPose)
{
case WPOSE_NONE: Anim = BOTH_VS_IDLE; break;
case WPOSE_BLASTER: Anim = BOTH_VS_IDLE_G; break;
case WPOSE_SABERLEFT: Anim = BOTH_VS_IDLE_SL; break;
case WPOSE_SABERRIGHT: Anim = BOTH_VS_IDLE_SR; break;
default: assert(0);
}
}
}// No Special Moves
}// Going backwards?
#ifdef _JK2MP
iFlags &= ~SETANIM_FLAG_OVERRIDE;
if (pVeh->m_pPilot->playerState->torsoAnim == Anim)
{
pVeh->m_pPilot->playerState->torsoTimer = BG_AnimLength(pVeh->m_pPilot->localAnimIndex, Anim);
}
if (pVeh->m_pPilot->playerState->legsAnim == Anim)
{
pVeh->m_pPilot->playerState->legsTimer = BG_AnimLength(pVeh->m_pPilot->localAnimIndex, Anim);
}
BG_SetAnim(pVeh->m_pPilot->playerState, bgAllAnims[pVeh->m_pPilot->localAnimIndex].anims,
SETANIM_BOTH, Anim, iFlags|SETANIM_FLAG_HOLD, iBlend);
#else
NPC_SetAnim( pVeh->m_pPilot, SETANIM_BOTH, Anim, iFlags, iBlend );
#endif
}
#ifndef QAGAME
void AttachRidersGeneric( Vehicle_t *pVeh );
#endif
void G_SetSpeederVehicleFunctions( vehicleInfo_t *pVehInfo )
{
#ifdef QAGAME
pVehInfo->AnimateVehicle = AnimateVehicle;
pVehInfo->AnimateRiders = AnimateRiders;
// pVehInfo->ValidateBoard = ValidateBoard;
// pVehInfo->SetParent = SetParent;
// pVehInfo->SetPilot = SetPilot;
// pVehInfo->AddPassenger = AddPassenger;
// pVehInfo->Animate = Animate;
// pVehInfo->Board = Board;
// pVehInfo->Eject = Eject;
// pVehInfo->EjectAll = EjectAll;
// pVehInfo->StartDeathDelay = StartDeathDelay;
// pVehInfo->DeathUpdate = DeathUpdate;
// pVehInfo->RegisterAssets = RegisterAssets;
// pVehInfo->Initialize = Initialize;
pVehInfo->Update = Update;
// pVehInfo->UpdateRider = UpdateRider;
#endif
//shared
pVehInfo->ProcessMoveCommands = ProcessMoveCommands;
pVehInfo->ProcessOrientCommands = ProcessOrientCommands;
#ifndef QAGAME //cgame prediction attachment func
pVehInfo->AttachRiders = AttachRidersGeneric;
#endif
// pVehInfo->AttachRiders = AttachRiders;
// pVehInfo->Ghost = Ghost;
// pVehInfo->UnGhost = UnGhost;
// pVehInfo->Inhabited = Inhabited;
}
// Following is only in game, not in namespace
#ifdef _JK2MP
#include "../namespace_end.h"
#endif
#ifdef QAGAME
extern void G_AllocateVehicleObject(Vehicle_t **pVeh);
#endif
#ifdef _JK2MP
#include "../namespace_begin.h"
#endif
// Create/Allocate a new Animal Vehicle (initializing it as well).
void G_CreateSpeederNPC( Vehicle_t **pVeh, const char *strType )
{
#ifdef _JK2MP
#ifdef QAGAME
//these will remain on entities on the client once allocated because the pointer is
//never stomped. on the server, however, when an ent is freed, the entity struct is
//memset to 0, so this memory would be lost..
G_AllocateVehicleObject(pVeh);
#else
if (!*pVeh)
{ //only allocate a new one if we really have to
(*pVeh) = (Vehicle_t *) BG_Alloc( sizeof(Vehicle_t) );
}
#endif
memset(*pVeh, 0, sizeof(Vehicle_t));
(*pVeh)->m_pVehicleInfo = &g_vehicleInfo[BG_VehicleGetIndex( strType )];
#else
// Allocate the Vehicle.
(*pVeh) = (Vehicle_t *) gi.Malloc( sizeof(Vehicle_t), TAG_G_ALLOC, qtrue );
(*pVeh)->m_pVehicleInfo = &g_vehicleInfo[BG_VehicleGetIndex( strType )];
#endif
}
#ifdef _JK2MP
#include "../namespace_end.h"
//get rid of all the crazy defs we added for this file
#undef currentAngles
#undef currentOrigin
#undef mins
#undef maxs
#undef legsAnimTimer
#undef torsoAnimTimer
#undef bool
#undef false
#undef true
#undef sqrtf
#undef Q_flrand
#undef MOD_EXPLOSIVE
#endif