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625 lines
26 KiB
C
625 lines
26 KiB
C
#ifndef __G_VEHICLES_H
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#define __G_VEHICLES_H
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#include "q_shared.h"
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#include "g_public.h"
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typedef enum
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{
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VH_NONE = 0,
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VH_WALKER, //something you ride inside of, it walks like you, like an AT-ST
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VH_FIGHTER, //something you fly inside of, like an X-Wing or TIE fighter
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VH_SPEEDER, //something you ride on that hovers, like a speeder or swoop
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VH_ANIMAL, //animal you ride on top of that walks, like a tauntaun
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VH_FLIER, //animal you ride on top of that flies, like a giant mynoc?
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VH_NUM_VEHICLES
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} vehicleType_t;
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enum EWeaponPose
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{
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WPOSE_NONE = 0,
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WPOSE_BLASTER,
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WPOSE_SABERLEFT,
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WPOSE_SABERRIGHT,
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};
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extern stringID_table_t VehicleTable[VH_NUM_VEHICLES+1];
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#define NO_PILOT_DIE_TIME 10000
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//===========================================================================================================
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//START VEHICLE WEAPONS
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//===========================================================================================================
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typedef struct
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{
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//*** IMPORTANT!!! *** the number of variables in the vehWeaponStats_t struct (including all elements of arrays) must be reflected by NUM_VWEAP_PARMS!!!
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//*** IMPORTANT!!! *** vWeapFields table correponds to this structure!
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char *name;
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qboolean bIsProjectile; //traceline or entity?
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qboolean bHasGravity; //if a projectile, drops
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qboolean bIonWeapon;//disables ship shields and sends them out of control
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qboolean bSaberBlockable;//lightsabers can deflect this projectile
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int iMuzzleFX; //index of Muzzle Effect
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int iModel; //handle to the model used by this projectile
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int iShotFX; //index of Shot Effect
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int iImpactFX; //index of Impact Effect
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int iG2MarkShaderHandle; //index of shader to use for G2 marks made on other models when hit by this projectile
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float fG2MarkSize;//size (diameter) of the ghoul2 mark
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int iLoopSound; //index of loopSound
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float fSpeed; //speed of projectile/range of traceline
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float fHoming; //0.0 = not homing, 0.5 = half vel to targ, half cur vel, 1.0 = all vel to targ
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float fHomingFOV;
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int iLockOnTime; //0 = no lock time needed, else # of ms needed to lock on
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int iDamage; //damage done when traceline or projectile directly hits target
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int iSplashDamage;//damage done to ents in splashRadius of end of traceline or projectile origin on impact
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float fSplashRadius;//radius that ent must be in to take splashDamage (linear fall-off)
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int iAmmoPerShot; //how much "ammo" each shot takes
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int iHealth; //if non-zero, projectile can be shot, takes this much damage before being destroyed
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float fWidth; //width of traceline or bounding box of projecile (non-rotating!)
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float fHeight; //height of traceline or bounding box of projecile (non-rotating!)
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int iLifeTime; //removes itself after this amount of time
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qboolean bExplodeOnExpire; //when iLifeTime is up, explodes rather than simply removing itself
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} vehWeaponInfo_t;
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//NOTE: this MUST stay up to date with the number of variables in the vehFields table!!!
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#define NUM_VWEAP_PARMS 25
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#define VWFOFS(x) ((int)&(((vehWeaponInfo_t *)0)->x))
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#define MAX_VEH_WEAPONS 16 //sigh... no more than 16 different vehicle weapons
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#define VEH_WEAPON_BASE 0
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#define VEH_WEAPON_NONE -1
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extern vehWeaponInfo_t g_vehWeaponInfo[MAX_VEH_WEAPONS];
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extern int numVehicleWeapons;
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//===========================================================================================================
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//END VEHICLE WEAPONS
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//===========================================================================================================
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// The maximum number of muzzles a vehicle may have.
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#define MAX_VEHICLE_MUZZLES 10
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// The maximum number of exhausts a vehicle may have.
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#define MAX_VEHICLE_EXHAUSTS 4
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// The maxiumum number of different weapons a vehicle may have
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#define MAX_VEHICLE_WEAPONS 2
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#define MAX_VEHICLE_TURRETS 2
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#define MAX_VEHICLE_TURRET_MUZZLES 2
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typedef struct
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{
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int iWeapon; //what vehWeaponInfo index to use
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int iDelay; //delay between turret muzzle shots
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int iAmmoMax; //how much ammo it has
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int iAmmoRechargeMS; //how many MS between every point of recharged ammo
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char *yawBone; //bone on ship that this turret uses to yaw
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char *pitchBone; //bone on ship that this turret uses to pitch
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int yawAxis; //axis on yawBone to which we should to apply the yaw angles
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int pitchAxis; //axis on pitchBone to which we should to apply the pitch angles
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float yawClampLeft; //how far the turret is allowed to turn left
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float yawClampRight; //how far the turret is allowed to turn right
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float pitchClampUp; //how far the turret is allowed to title up
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float pitchClampDown; //how far the turret is allowed to tilt down
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int iMuzzle[MAX_VEHICLE_TURRET_MUZZLES];//iMuzzle-1 = index of ship's muzzle to fire this turret's 1st and 2nd shots from
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char *gunnerViewTag;//Where to put the view origin of the gunner (name)
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float fTurnSpeed; //how quickly the turret can turn
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qboolean bAI; //whether or not the turret auto-targets enemies when it's not manned
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qboolean bAILead;//whether
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float fAIRange; //how far away the AI will look for enemies
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int passengerNum;//which passenger, if any, has control of this turret (overrides AI)
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} turretStats_t;
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typedef struct
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{
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//*** IMPORTANT!!! *** See note at top of next structure!!! ***
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// Weapon stuff.
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int ID;//index into the weapon data
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// The delay between shots for each weapon.
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int delay;
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// Whether or not all the muzzles for each weapon can be linked together (linked delay = weapon delay * number of muzzles linked!)
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int linkable;
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// Whether or not to auto-aim the projectiles/tracelines at the thing under the crosshair when we fire
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qboolean aimCorrect;
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//maximum ammo
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int ammoMax;
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//ammo recharge rate - milliseconds per unit (minimum of 100, which is 10 ammo per second)
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int ammoRechargeMS;
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//sound to play when out of ammo (plays default "no ammo" sound if none specified)
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int soundNoAmmo;
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} vehWeaponStats_t;
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// Compiler pre-define.
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struct Vehicle_t;
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typedef struct
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{
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//*** IMPORTANT!!! *** vehFields table correponds to this structure!
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char *name; //unique name of the vehicle
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//general data
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vehicleType_t type; //what kind of vehicle
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int numHands; //if 2 hands, no weapons, if 1 hand, can use 1-handed weapons, if 0 hands, can use 2-handed weapons
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float lookPitch; //How far you can look up and down off the forward of the vehicle
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float lookYaw; //How far you can look left and right off the forward of the vehicle
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float length; //how long it is - used for body length traces when turning/moving?
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float width; //how wide it is - used for body length traces when turning/moving?
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float height; //how tall it is - used for body length traces when turning/moving?
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vec3_t centerOfGravity;//offset from origin: {forward, right, up} as a modifier on that dimension (-1.0f is all the way back, 1.0f is all the way forward)
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//speed stats
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float speedMax; //top speed
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float turboSpeed; //turbo speed
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float speedMin; //if < 0, can go in reverse
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float speedIdle; //what speed it drifts to when no accel/decel input is given
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float accelIdle; //if speedIdle > 0, how quickly it goes up to that speed
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float acceleration; //when pressing on accelerator
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float decelIdle; //when giving no input, how quickly it drops to speedIdle
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float throttleSticks; //if true, speed stays at whatever you accel/decel to, unless you turbo or brake
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float strafePerc; //multiplier on current speed for strafing. If 1.0f, you can strafe at the same speed as you're going forward, 0.5 is half, 0 is no strafing
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//handling stats
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float bankingSpeed; //how quickly it pitches and rolls (not under player control)
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float rollLimit; //how far it can roll to either side
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float pitchLimit; //how far it can roll forward or backward
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float braking; //when pressing on decelerator
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float mouseYaw; // The mouse yaw override.
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float mousePitch; // The mouse pitch override.
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float turningSpeed; //how quickly you can turn
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qboolean turnWhenStopped;//whether or not you can turn when not moving
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float traction; //how much your command input affects velocity
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float friction; //how much velocity is cut on its own
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float maxSlope; //the max slope that it can go up with control
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qboolean speedDependantTurning;//vehicle turns faster the faster it's going
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//durability stats
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int mass; //for momentum and impact force (player mass is 10)
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int armor; //total points of damage it can take
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int shields; //energy shield damage points
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int shieldRechargeMS;//energy shield milliseconds per point recharged
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float toughness; //modifies incoming damage, 1.0 is normal, 0.5 is half, etc. Simulates being made of tougher materials/construction
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int malfunctionArmorLevel;//when armor drops to or below this point, start malfunctioning
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int surfDestruction; //can parts of this thing be torn off on impact? -rww
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//individual "area" health -rww
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int health_front;
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int health_back;
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int health_right;
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int health_left;
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//visuals & sounds
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char *model; //what model to use - if make it an NPC's primary model, don't need this?
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char *skin; //what skin to use - if make it an NPC's primary model, don't need this?
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int g2radius; //render radius for the ghoul2 model
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int riderAnim; //what animation the rider uses
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int radarIconHandle;//what icon to show on radar in MP
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char *droidNPC; //NPC to attach to *droidunit tag (if it exists in the model)
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int soundOn; //sound to play when get on it
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int soundOff; //sound to play when get off
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int soundLoop; //sound to loop while riding it
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int soundTakeOff; //sound to play when ship takes off
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int soundEngineStart;//sound to play when ship's thrusters first activate
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int soundSpin; //sound to loop while spiraling out of control
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int soundTurbo; //sound to play when turbo/afterburner kicks in
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int soundHyper; //sound to play when ship lands
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int soundLand; //sound to play when ship lands
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int soundFlyBy; //sound to play when they buzz you
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int soundFlyBy2; //alternate sound to play when they buzz you
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int soundShift1; //sound to play when accelerating
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int soundShift2; //sound to play when accelerating
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int soundShift3; //sound to play when decelerating
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int soundShift4; //sound to play when decelerating
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int iExhaustFX; //exhaust effect, played from "*exhaust" bolt(s)
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int iTurboFX; //turbo exhaust effect, played from "*exhaust" bolt(s) when ship is in "turbo" mode
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int iTurboStartFX; //turbo begin effect, played from "*exhaust" bolts when "turbo" mode begins
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int iTrailFX; //trail effect, played from "*trail" bolt(s)
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int iImpactFX; //impact effect, for when it bumps into something
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int iExplodeFX; //explosion effect, for when it blows up (should have the sound built into explosion effect)
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int iWakeFX; //effect it makes when going across water
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int iDmgFX; //effect to play on damage from a weapon or something
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int iArmorLowFX; //played when armor is less than 30% of full
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int iArmorGoneFX; //played when on armor is completely gone
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//Weapon stats
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vehWeaponStats_t weapon[MAX_VEHICLE_WEAPONS];
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// Which weapon a muzzle fires (has to match one of the weapons this vehicle has). So 1 would be weapon 1,
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// 2 would be weapon 2 and so on.
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int weapMuzzle[MAX_VEHICLE_MUZZLES];
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//turrets (if any) on the vehicle
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turretStats_t turret[MAX_VEHICLE_TURRETS];
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// The max height before this ship (?) starts (auto)landing.
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float landingHeight;
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//other misc stats
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int gravity; //normal is 800
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float hoverHeight; //if 0, it's a ground vehicle
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float hoverStrength; //how hard it pushes off ground when less than hover height... causes "bounce", like shocks
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qboolean waterProof; //can drive underwater if it has to
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float bouyancy; //when in water, how high it floats (1 is neutral bouyancy)
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int fuelMax; //how much fuel it can hold (capacity)
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int fuelRate; //how quickly is uses up fuel
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int turboDuration; //how long turbo lasts
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int turboRecharge; //how long turbo takes to recharge
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int visibility; //for sight alerts
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int loudness; //for sound alerts
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float explosionRadius;//range of explosion
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int explosionDamage;//damage of explosion
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int maxPassengers; // The max number of passengers this vehicle may have (Default = 0).
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qboolean hideRider; // rider (and passengers?) should not be drawn
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qboolean killRiderOnDeath;//if rider is on vehicle when it dies, they should die
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qboolean flammable; //whether or not the vehicle should catch on fire before it explodes
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int explosionDelay; //how long the vehicle should be on fire/dying before it explodes
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//camera stuff
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qboolean cameraOverride; //whether or not to use all of the following 3rd person camera override values
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float cameraRange; //how far back the camera should be - normal is 80
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float cameraVertOffset;//how high over the vehicle origin the camera should be - normal is 16
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float cameraHorzOffset;//how far to left/right (negative/positive) of of the vehicle origin the camera should be - normal is 0
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float cameraPitchOffset;//a modifier on the camera's pitch (up/down angle) to the vehicle - normal is 0
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float cameraFOV; //third person camera FOV, default is 80
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float cameraAlpha; //fade out the vehicle to this alpha (0.1-1.0f) if it's in the way of the crosshair
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qboolean cameraPitchDependantVertOffset;//use the hacky AT-ST pitch dependant vertical offset
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//NOTE: some info on what vehicle weapon to use? Like ATST or TIE bomber or TIE fighter or X-Wing...?
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//===VEH_PARM_MAX========================================================================
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//*** IMPORTANT!!! *** vehFields table correponds to this structure!
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//THE FOLLOWING FIELDS are not in the vehFields table because they are internal variables, not read in from the .veh file
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int modelIndex; //set internally, not until this vehicle is spawned into the level
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// NOTE: Please note that most of this stuff has been converted from C++ classes to generic C.
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// This part of the structure is used to simulate inheritance for vehicles. The basic idea is that all vehicle use
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// this vehicle interface since they declare their own functions and assign the function pointer to the
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// corresponding function. Meanwhile, the base logic can still call the appropriate functions. In C++ talk all
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// of these functions (pointers) are pure virtuals and this is an abstract base class (although it cannot be
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// inherited from, only contained and reimplemented (through an object and a setup function respectively)). -AReis
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// Makes sure that the vehicle is properly animated.
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void (*AnimateVehicle)( Vehicle_t *pVeh );
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// Makes sure that the rider's in this vehicle are properly animated.
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void (*AnimateRiders)( Vehicle_t *pVeh );
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// Determine whether this entity is able to board this vehicle or not.
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bool (*ValidateBoard)( Vehicle_t *pVeh, gentity_t *pEnt );
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// Set the parent entity of this Vehicle NPC.
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void (*SetParent)( Vehicle_t *pVeh, gentity_t *pParentEntity );
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// Add a pilot to the vehicle.
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void (*SetPilot)( Vehicle_t *pVeh, gentity_t *pPilot );
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// Add a passenger to the vehicle (false if we're full).
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bool (*AddPassenger)( Vehicle_t *pVeh );
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// Animate the vehicle and it's riders.
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void (*Animate)( Vehicle_t *pVeh );
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// Board this Vehicle (get on). The first entity to board an empty vehicle becomes the Pilot.
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bool (*Board)( Vehicle_t *pVeh, gentity_t *pEnt );
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// Eject an entity from the vehicle.
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bool (*Eject)( Vehicle_t *pVeh, gentity_t *pEnt, qboolean forceEject );
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// Eject all the inhabitants of this vehicle.
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bool (*EjectAll)( Vehicle_t *pVeh );
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// Start a delay until the vehicle dies.
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void (*StartDeathDelay)( Vehicle_t *pVeh, int iDelayTime );
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// Update death sequence.
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void (*DeathUpdate)( Vehicle_t *pVeh );
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// Register all the assets used by this vehicle.
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void (*RegisterAssets)( Vehicle_t *pVeh );
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// Initialize the vehicle (should be called by Spawn?).
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bool (*Initialize)( Vehicle_t *pVeh );
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// Like a think or move command, this updates various vehicle properties.
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bool (*Update)( Vehicle_t *pVeh, const usercmd_t *pUcmd );
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// Update the properties of a Rider (that may reflect what happens to the vehicle).
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//
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// [return] bool True if still in vehicle, false if otherwise.
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bool (*UpdateRider)( Vehicle_t *pVeh, gentity_t *pRider, usercmd_t *pUcmd );
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// ProcessMoveCommands the Vehicle.
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void (*ProcessMoveCommands)( Vehicle_t *pVeh );
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// ProcessOrientCommands the Vehicle.
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void (*ProcessOrientCommands)( Vehicle_t *pVeh );
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// Attachs all the riders of this vehicle to their appropriate position/tag (*driver, *pass1, *pass2, whatever...).
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void (*AttachRiders)( Vehicle_t *pVeh );
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// Make someone invisible and un-collidable.
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void (*Ghost)( Vehicle_t *pVeh, gentity_t *pEnt );
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// Make someone visible and collidable.
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void (*UnGhost)( Vehicle_t *pVeh, gentity_t *pEnt );
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// Get the pilot of this vehicle.
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const gentity_t *(*GetPilot)( Vehicle_t *pVeh );
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// Whether this vehicle is currently inhabited (by anyone) or not.
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bool (*Inhabited)( Vehicle_t *pVeh );
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} vehicleInfo_t;
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#define VFOFS(x) ((int)&(((vehicleInfo_t *)0)->x))
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#define MAX_VEHICLES 16 //sigh... no more than 64 individual vehicles
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extern vehicleInfo_t g_vehicleInfo[MAX_VEHICLES];
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extern int numVehicles;
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// Load the function pointers for a vehicle into this shared vehicle info structure.
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extern void G_SetSpeederVehicleFunctions( vehicleInfo_t *pVehInfo );
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extern void G_SetAnimalVehicleFunctions( vehicleInfo_t *pVehInfo );
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extern void G_SetFighterVehicleFunctions( vehicleInfo_t *pVehInfo );
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extern void G_SetWalkerVehicleFunctions( vehicleInfo_t *pVehInfo );
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// Setup the shared functions (one's that all vehicles would generally use).
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extern void G_SetSharedVehicleFunctions( vehicleInfo_t *pVehInfo );
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// Create/Allocate a new Animal Vehicle (initializing it as well).
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extern void G_CreateSpeederNPC( Vehicle_t **pVeh, const char *strType );
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extern void G_CreateAnimalNPC( Vehicle_t **pVeh, const char *strType );
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extern void G_CreateFighterNPC( Vehicle_t **pVeh, const char *strType );
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extern void G_CreateWalkerNPC( Vehicle_t **pVeh, const char *strType );
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#define VEH_DEFAULT_SPEED_MAX 800.0f
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#define VEH_DEFAULT_ACCEL 10.0f
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#define VEH_DEFAULT_DECEL 10.0f
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#define VEH_DEFAULT_STRAFE_PERC 0.5f
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#define VEH_DEFAULT_BANKING_SPEED 0.5f
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#define VEH_DEFAULT_ROLL_LIMIT 60.0f
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#define VEH_DEFAULT_PITCH_LIMIT 90.0f
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#define VEH_DEFAULT_BRAKING 10.0f
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#define VEH_DEFAULT_TURNING_SPEED 1.0f
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#define VEH_DEFAULT_TRACTION 8.0f
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#define VEH_DEFAULT_FRICTION 1.0f
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#define VEH_DEFAULT_MAX_SLOPE 0.85f
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#define VEH_DEFAULT_MASS 200
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#define VEH_DEFAULT_MAX_ARMOR 200
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#define VEH_DEFAULT_TOUGHNESS 2.5f
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#define VEH_DEFAULT_GRAVITY 800
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#define VEH_DEFAULT_HOVER_HEIGHT 64.0f
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#define VEH_DEFAULT_HOVER_STRENGTH 10.0f
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#define VEH_DEFAULT_VISIBILITY 0
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#define VEH_DEFAULT_LOUDNESS 0
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#define VEH_DEFAULT_EXP_RAD 400.0f
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#define VEH_DEFAULT_EXP_DMG 1000
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#define VEH_MAX_PASSENGERS 10
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#define VEH_MOUNT_THROW_LEFT -5
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#define VEH_MOUNT_THROW_RIGHT -6
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#define MAX_STRAFE_TIME 2000.0f//FIXME: extern?
|
|
#define MIN_LANDING_SPEED 200//equal to or less than this and close to ground = auto-slow-down to land
|
|
#define MIN_LANDING_SLOPE 0.8f//must be pretty flat to land on the surf
|
|
|
|
#define VEHICLE_BASE 0
|
|
#define VEHICLE_NONE -1
|
|
|
|
enum
|
|
{
|
|
VEH_EJECT_LEFT,
|
|
VEH_EJECT_RIGHT,
|
|
VEH_EJECT_FRONT,
|
|
VEH_EJECT_REAR,
|
|
VEH_EJECT_TOP,
|
|
VEH_EJECT_BOTTOM
|
|
};
|
|
|
|
// Vehicle flags.
|
|
enum
|
|
{
|
|
VEH_NONE = 0, VEH_FLYING = 0x00000001, VEH_CRASHING = 0x00000002,
|
|
VEH_LANDING = 0x00000004, VEH_BUCKING = 0x00000010, VEH_WINGSOPEN = 0x00000020,
|
|
VEH_GEARSOPEN = 0x00000040, VEH_SLIDEBREAKING = 0x00000080, VEH_SPINNING = 0x00000100,
|
|
VEH_OUTOFCONTROL = 0x00000200,
|
|
VEH_SABERINLEFTHAND = 0x00000400,
|
|
VEH_STRAFERAM = 0x00000800,
|
|
VEH_ACCELERATORON = 0x00001000,
|
|
VEH_ARMORLOW = 0x00002000,
|
|
VEH_ARMORGONE = 0x00004000
|
|
};
|
|
//externed functions
|
|
//extern void G_DriveVehicle( gentity_t *ent, gentity_t *vehEnt, char *vehicleName );
|
|
/*extern void G_VehicleStartExplosionDelay( gentity_t *self );
|
|
extern void VehicleExplosionDelay( gentity_t *self );
|
|
extern void G_VehicleRegisterAssets( int vehicleIndex );
|
|
extern void G_DriveATST( gentity_t *ent, gentity_t *atst );
|
|
extern void G_VehicleInitialize( gentity_t *vehEnt );*/
|
|
extern void G_VehicleSpawn( gentity_t *self );
|
|
|
|
// A vehicle weapon muzzle.
|
|
struct Muzzle
|
|
{
|
|
// These are updated every frame and represent the current position and direction for the specific muzzle.
|
|
vec3_t m_vMuzzlePos;
|
|
vec3_t m_vMuzzleDir;
|
|
|
|
// This is how long to wait before being able to fire a specific muzzle again. This is based on the firing rate
|
|
// so that a firing rate of 10 rounds/sec would make this value initially 100 miliseconds.
|
|
int m_iMuzzleWait;
|
|
|
|
// whether this Muzzle was just fired or not (reset at muzzle flash code).
|
|
bool m_bFired;
|
|
|
|
};
|
|
|
|
//defines for impact damage surface stuff
|
|
#define SHIPSURF_FRONT 1
|
|
#define SHIPSURF_BACK 2
|
|
#define SHIPSURF_RIGHT 3
|
|
#define SHIPSURF_LEFT 4
|
|
|
|
#define SHIPSURF_DAMAGE_FRONT_LIGHT 1
|
|
#define SHIPSURF_DAMAGE_BACK_LIGHT 2
|
|
#define SHIPSURF_DAMAGE_RIGHT_LIGHT 3
|
|
#define SHIPSURF_DAMAGE_LEFT_LIGHT 4
|
|
#define SHIPSURF_DAMAGE_FRONT_HEAVY 5
|
|
#define SHIPSURF_DAMAGE_BACK_HEAVY 6
|
|
#define SHIPSURF_DAMAGE_RIGHT_HEAVY 7
|
|
#define SHIPSURF_DAMAGE_LEFT_HEAVY 8
|
|
|
|
//generic part bits
|
|
#define SHIPSURF_BROKEN_A (1<<0) //gear 1
|
|
#define SHIPSURF_BROKEN_B (1<<1) //gear 1
|
|
#define SHIPSURF_BROKEN_C (1<<2) //wing 1
|
|
#define SHIPSURF_BROKEN_D (1<<3) //wing 2
|
|
#define SHIPSURF_BROKEN_E (1<<4) //wing 3
|
|
#define SHIPSURF_BROKEN_F (1<<5) //wing 4
|
|
|
|
typedef struct
|
|
{
|
|
//linked firing mode
|
|
qboolean linked;//weapon 1's muzzles are in linked firing mode
|
|
//current weapon ammo
|
|
int ammo;
|
|
//debouncer for ammo recharge
|
|
int lastAmmoInc;
|
|
//which muzzle will fire next
|
|
int nextMuzzle;
|
|
} vehWeaponStatus_t;
|
|
|
|
typedef struct
|
|
{
|
|
//current weapon ammo
|
|
int ammo;
|
|
//debouncer for ammo recharge
|
|
int lastAmmoInc;
|
|
//which muzzle will fire next
|
|
int nextMuzzle;
|
|
//which entity they're after
|
|
int enemyEntNum;
|
|
//how long to hold on to our current enemy
|
|
int enemyHoldTime;
|
|
} vehTurretStatus_t;
|
|
|
|
// This is the implementation of the vehicle interface and any of the other variables needed. This
|
|
// is what actually represents a vehicle. -AReis.
|
|
// !!!!!!!!!!!!!!!!!! loadsave affecting structure !!!!!!!!!!!!!!!!!!!!!!!
|
|
struct Vehicle_t
|
|
{
|
|
// The entity who pilots/drives this vehicle.
|
|
// NOTE: This is redundant (since m_pParentEntity->owner _should_ be the pilot). This makes things clearer though.
|
|
gentity_t *m_pPilot;
|
|
|
|
int m_iPilotTime; //if spawnflag to die without pilot and this < level.time then die.
|
|
qboolean m_bHasHadPilot; //qtrue once the vehicle gets its first pilot
|
|
|
|
//the droid unit NPC for this vehicle, if any
|
|
gentity_t *m_pDroidUnit;
|
|
|
|
// The entity from which this NPC comes from.
|
|
gentity_t *m_pParentEntity;
|
|
|
|
// If not zero, how long to wait before we can do anything with the vehicle (we're getting on still).
|
|
// -1 = board from left, -2 = board from right, -3 = jump/quick board. -4 & -5 = throw off existing pilot
|
|
int m_iBoarding;
|
|
|
|
// Used to check if we've just started the boarding process
|
|
bool m_bWasBoarding;
|
|
|
|
// The speed the vehicle maintains while boarding occurs (often zero)
|
|
vec3_t m_vBoardingVelocity;
|
|
|
|
// Time modifier (must only be used in ProcessMoveCommands() and ProcessOrientCommands() and is updated in Update()).
|
|
float m_fTimeModifier;
|
|
|
|
// Ghoul2 Animation info.
|
|
// NOTE: Since each vehicle has their own model instance, these bolts must be local to each vehicle as well.
|
|
int m_iLeftWingBone;
|
|
int m_iRightWingBone;
|
|
//int m_iDriverTag;
|
|
int m_iExhaustTag[MAX_VEHICLE_EXHAUSTS];
|
|
int m_iMuzzleTag[MAX_VEHICLE_MUZZLES];
|
|
int m_iDroidUnitTag;
|
|
int m_iGunnerViewTag[MAX_VEHICLE_TURRETS];//Where to put the view origin of the gunner (index)
|
|
|
|
// This vehicles weapon muzzles.
|
|
Muzzle m_Muzzles[MAX_VEHICLE_MUZZLES];
|
|
|
|
// The user commands structure.
|
|
usercmd_t m_ucmd;
|
|
|
|
// The direction an entity will eject from the vehicle towards.
|
|
int m_EjectDir;
|
|
|
|
// Flags that describe the vehicles behavior.
|
|
unsigned long m_ulFlags;
|
|
|
|
// NOTE: Vehicle Type ID, Orientation, and Armor MUST be transmitted over the net.
|
|
|
|
// Current angles of this vehicle.
|
|
vec3_t m_vOrientation;
|
|
|
|
// How long you have strafed left or right (increments every frame that you strafe to right, decrements every frame you strafe left)
|
|
int m_fStrafeTime;
|
|
|
|
// Previous angles of this vehicle.
|
|
vec3_t m_vPrevOrientation;
|
|
|
|
// When control is lost on a speeder, current angular velocity is stored here and applied until landing
|
|
float m_vAngularVelocity;
|
|
|
|
vec3_t m_vFullAngleVelocity;
|
|
|
|
// Current armor and shields of your vehicle (explodes if armor to 0).
|
|
int m_iArmor; //hull strength - STAT_HEALTH on NPC
|
|
int m_iShields; //energy shielding - STAT_ARMOR on NPC
|
|
|
|
// Timer for all cgame-FX...? ex: exhaust?
|
|
int m_iLastFXTime;
|
|
|
|
// When to die.
|
|
int m_iDieTime;
|
|
|
|
// This pointer is to a valid VehicleInfo (which could be an animal, speeder, fighter, whatever). This
|
|
// contains the functions actually used to do things to this specific kind of vehicle as well as shared
|
|
// information (max speed, type, etc...).
|
|
vehicleInfo_t *m_pVehicleInfo;
|
|
|
|
// This trace tells us if we're within landing height.
|
|
trace_t m_LandTrace;
|
|
|
|
//bitflag of surfaces that have broken off
|
|
int m_iRemovedSurfaces;
|
|
|
|
// the last time this vehicle fired a turbo burst
|
|
int m_iTurboTime;
|
|
|
|
//how long it should drop like a rock for after freed from SUSPEND
|
|
int m_iDropTime;
|
|
|
|
int m_iSoundDebounceTimer;
|
|
|
|
//last time we incremented the shields
|
|
int lastShieldInc;
|
|
|
|
//so we don't hold it down and toggle it back and forth
|
|
qboolean linkWeaponToggleHeld;
|
|
|
|
//info about our weapons (linked, ammo, etc.)
|
|
vehWeaponStatus_t weaponStatus[MAX_VEHICLE_WEAPONS];
|
|
vehTurretStatus_t turretStatus[MAX_VEHICLE_TURRETS];
|
|
|
|
//the guy who was previously the pilot
|
|
gentity_t* m_pOldPilot;
|
|
|
|
// don't need these in mp
|
|
int m_safeJumpMountTime;
|
|
float m_safeJumpMountRightDot;
|
|
};
|
|
|
|
extern int BG_VehicleGetIndex( const char *vehicleName );
|
|
|
|
#endif // __G_VEHICLES_H
|