jedi-academy/code/game/AnimalNPC.c
2013-04-23 15:21:39 +10:00

1065 lines
30 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"
#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
#endif
#ifdef QAGAME //we only want a few of these functions for BG
extern float DotToSpot( vec3_t spot, vec3_t from, vec3_t fromAngles );
extern vmCvar_t cg_thirdPersonAlpha;
extern vec3_t playerMins;
extern vec3_t playerMaxs;
extern cvar_t *g_speederControlScheme;
#ifdef _JK2MP
#include "../namespace_begin.h"
#endif
extern void PM_SetAnim(pmove_t *pm,int setAnimParts,int anim,int setAnimFlags, int blendTime);
extern int PM_AnimLength( int index, animNumber_t anim );
#ifdef _JK2MP
#include "../namespace_end.h"
#endif
#ifndef _JK2MP
extern void CG_ChangeWeapon( int num );
#endif
extern void Vehicle_SetAnim(gentity_t *ent,int setAnimParts,int anim,int setAnimFlags, int iBlend);
extern void G_Knockdown( gentity_t *self, gentity_t *attacker, const vec3_t pushDir, float strength, qboolean breakSaberLock );
extern void G_VehicleTrace( trace_t *results, const vec3_t start, const vec3_t tMins, const vec3_t tMaxs, const vec3_t end, int passEntityNum, int contentmask );
// Update death sequence.
static void DeathUpdate( Vehicle_t *pVeh )
{
if ( level.time >= pVeh->m_iDieTime )
{
// If the vehicle is not empty.
if ( pVeh->m_pVehicleInfo->Inhabited( pVeh ) )
{
pVeh->m_pVehicleInfo->EjectAll( pVeh );
}
else
{
// Waste this sucker.
}
// Die now...
/* else
{
vec3_t mins, maxs, bottom;
trace_t trace;
if ( pVeh->m_pVehicleInfo->explodeFX )
{
G_PlayEffect( pVeh->m_pVehicleInfo->explodeFX, parent->currentOrigin );
//trace down and place mark
VectorCopy( parent->currentOrigin, bottom );
bottom[2] -= 80;
gi.trace( &trace, parent->currentOrigin, vec3_origin, vec3_origin, bottom, parent->s.number, CONTENTS_SOLID );
if ( trace.fraction < 1.0f )
{
VectorCopy( trace.endpos, bottom );
bottom[2] += 2;
G_PlayEffect( "ships/ship_explosion_mark", trace.endpos );
}
}
parent->takedamage = qfalse;//so we don't recursively damage ourselves
if ( pVeh->m_pVehicleInfo->explosionRadius > 0 && pVeh->m_pVehicleInfo->explosionDamage > 0 )
{
VectorCopy( parent->mins, mins );
mins[2] = -4;//to keep it off the ground a *little*
VectorCopy( parent->maxs, maxs );
VectorCopy( parent->currentOrigin, bottom );
bottom[2] += parent->mins[2] - 32;
gi.trace( &trace, parent->currentOrigin, mins, maxs, bottom, parent->s.number, CONTENTS_SOLID );
G_RadiusDamage( trace.endpos, NULL, pVeh->m_pVehicleInfo->explosionDamage, pVeh->m_pVehicleInfo->explosionRadius, NULL, MOD_EXPLOSIVE );//FIXME: extern damage and radius or base on fuel
}
parent->e_ThinkFunc = thinkF_G_FreeEntity;
parent->nextthink = level.time + FRAMETIME;
}*/
}
}
// Like a think or move command, this updates various vehicle properties.
static bool Update( Vehicle_t *pVeh, const usercmd_t *pUcmd )
{
return g_vehicleInfo[VEHICLE_BASE].Update( pVeh, pUcmd );
}
#endif //QAGAME
#ifdef _JK2MP
#include "../namespace_begin.h"
#endif
//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;
float fWalkSpeedMax;
int curTime;
bgEntity_t *parent = pVeh->m_pParentEntity;
#ifdef _JK2MP
playerState_t *parentPS = parent->playerState;
#else
playerState_t *parentPS = &parent->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
#ifndef _JK2MP //bad for prediction - fixme
// Bucking so we can't do anything.
if ( pVeh->m_ulFlags & VEH_BUCKING || pVeh->m_ulFlags & VEH_FLYING || pVeh->m_ulFlags & VEH_CRASHING )
{
//#ifdef QAGAME //this was in Update above
// ((gentity_t *)parent)->client->ps.speed = 0;
//#endif
parentPS->speed = 0;
return;
}
#endif
speedIdleDec = pVeh->m_pVehicleInfo->decelIdle * pVeh->m_fTimeModifier;
speedMax = pVeh->m_pVehicleInfo->speedMax;
speedIdle = pVeh->m_pVehicleInfo->speedIdle;
speedIdleAccel = pVeh->m_pVehicleInfo->accelIdle * pVeh->m_fTimeModifier;
speedMin = pVeh->m_pVehicleInfo->speedMin;
if ( pVeh->m_pPilot /*&& (pilotPS->weapon == WP_NONE || pilotPS->weapon == WP_MELEE )*/ &&
(pVeh->m_ucmd.buttons & BUTTON_ALT_ATTACK) && pVeh->m_pVehicleInfo->turboSpeed )
{
if ((curTime - pVeh->m_iTurboTime)>pVeh->m_pVehicleInfo->turboRecharge)
{
pVeh->m_iTurboTime = (curTime + pVeh->m_pVehicleInfo->turboDuration);
#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
}
}
if ( curTime < pVeh->m_iTurboTime )
{
speedMax = pVeh->m_pVehicleInfo->turboSpeed;
}
else
{
speedMax = pVeh->m_pVehicleInfo->speedMax;
}
#ifdef _JK2MP
if ( !parentPS->m_iVehicleNum )
#else
if ( !pVeh->m_pVehicleInfo->Inhabited( pVeh ) )
#endif
{//drifts to a stop
speedInc = speedIdle * pVeh->m_fTimeModifier;
VectorClear( parentPS->moveDir );
//m_ucmd.forwardmove = 127;
parentPS->speed = 0;
}
else
{
speedInc = pVeh->m_pVehicleInfo->acceleration * pVeh->m_fTimeModifier;
}
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_ucmd.forwardmove < 0 )
{
pVeh->m_ucmd.forwardmove = 0;
}
if ( pVeh->m_ucmd.upmove < 0 )
{
pVeh->m_ucmd.upmove = 0;
}
//pVeh->m_ucmd.rightmove = 0;
/*if ( !pVeh->m_pVehicleInfo->strafePerc
|| (!g_speederControlScheme->value && !parent->s.number) )
{//if in a strafe-capable vehicle, clear strafing unless using alternate control scheme
pVeh->m_ucmd.rightmove = 0;
}*/
}
fWalkSpeedMax = speedMax * 0.275f;
if ( curTime>pVeh->m_iTurboTime && (pVeh->m_ucmd.buttons & BUTTON_WALKING) && parentPS->speed > fWalkSpeedMax )
{
parentPS->speed = fWalkSpeedMax;
}
else if ( parentPS->speed > speedMax )
{
parentPS->speed = speedMax;
}
else if ( parentPS->speed < speedMin )
{
parentPS->speed = speedMin;
}
/********************************************************************************/
/* 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
// ProcessOrientCommands the Vehicle.
static void ProcessOrientCommands( Vehicle_t *pVeh )
{
/********************************************************************************/
/* BEGIN Here is where make sure the vehicle is properly oriented. BEGIN */
/********************************************************************************/
bgEntity_t *parent = pVeh->m_pParentEntity;
playerState_t *parentPS, *riderPS;
#ifdef _JK2MP
bgEntity_t *rider = NULL;
if (parent->s.owner != ENTITYNUM_NONE)
{
rider = PM_BGEntForNum(parent->s.owner); //&g_entities[parent->r.ownerNum];
}
#else
gentity_t *rider = parent->owner;
#endif
// Bucking so we can't do anything.
#ifndef _JK2MP //bad for prediction - fixme
if ( pVeh->m_ulFlags & VEH_BUCKING || pVeh->m_ulFlags & VEH_FLYING || pVeh->m_ulFlags & VEH_CRASHING )
{
return;
}
#endif
#ifdef _JK2MP
if ( !rider )
#else
if ( !rider || !rider->client )
#endif
{
rider = parent;
}
#ifdef _JK2MP
parentPS = parent->playerState;
riderPS = rider->playerState;
#else
parentPS = &parent->client->ps;
riderPS = &rider->client->ps;
#endif
if (rider)
{
#ifdef _JK2MP
float 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));
}
#else
pVeh->m_vOrientation[YAW] = riderPS->viewangles[YAW];
#endif
}
/* speed = VectorLength( parentPS->velocity );
// If the player is the rider...
if ( rider->s.number < MAX_CLIENTS )
{//FIXME: use the vehicle's turning stat in this calc
pVeh->m_vOrientation[YAW] = riderPS->viewangles[YAW];
}
else
{
float turnSpeed = pVeh->m_pVehicleInfo->turningSpeed;
if ( !pVeh->m_pVehicleInfo->turnWhenStopped
&& !parentPS->speed )//FIXME: or !pVeh->m_ucmd.forwardmove?
{//can't turn when not moving
//FIXME: or ramp up to max turnSpeed?
turnSpeed = 0.0f;
}
#ifdef _JK2MP
if (rider->s.eType == ET_NPC)
#else
if ( !rider || rider->NPC )
#endif
{//help NPCs out some
turnSpeed *= 2.0f;
#ifdef _JK2MP
if (parentPS->speed > 200.0f)
#else
if ( parent->client->ps.speed > 200.0f )
#endif
{
turnSpeed += turnSpeed * parentPS->speed/200.0f*0.05f;
}
}
turnSpeed *= pVeh->m_fTimeModifier;
//default control scheme: strafing turns, mouselook aims
if ( pVeh->m_ucmd.rightmove < 0 )
{
pVeh->m_vOrientation[YAW] += turnSpeed;
}
else if ( pVeh->m_ucmd.rightmove > 0 )
{
pVeh->m_vOrientation[YAW] -= turnSpeed;
}
if ( pVeh->m_pVehicleInfo->malfunctionArmorLevel && pVeh->m_iArmor <= pVeh->m_pVehicleInfo->malfunctionArmorLevel )
{//damaged badly
}
}*/
/********************************************************************************/
/* END Here is where make sure the vehicle is properly oriented. END */
/********************************************************************************/
}
#ifdef _JK2MP //temp hack til mp speeder controls are sorted -rww
void AnimalProcessOri(Vehicle_t *pVeh)
{
ProcessOrientCommands(pVeh);
}
#endif
#ifdef QAGAME //back to our game-only functions
// This function makes sure that the vehicle is properly animated.
/*
static void AnimalTailSwipe(Vehicle_t* pVeh, gentity_t *parent, gentity_t *pilot)
{
trace_t trace;
vec3_t angles;
vec3_t vRoot, vTail;
vec3_t lMins, lMaxs;
mdxaBone_t boltMatrix;
int iRootBone;
int iRootTail;
VectorSet(angles, 0, parent->currentAngles[YAW], 0);
VectorSet(lMins, parent->mins[0]-1, parent->mins[1]-1, 0);
VectorSet(lMaxs, parent->maxs[0]+1, parent->maxs[1]+1, 1);
#ifdef _JK2MP
iRootBone = trap_G2API_AddBolt( parent->ghoul2, 0, "tail_01" );
iRootTail = trap_G2API_AddBolt( parent->ghoul2, 0, "tail_04" );
// Get the positions of the root of the tail and the tail end of it.
trap_G2API_GetBoltMatrix( parent->ghoul2, 0, iRootBone,
&boltMatrix, angles, parent->currentOrigin, level.time,
NULL, parent->modelScale );
BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, vRoot );
trap_G2API_GetBoltMatrix( parent->ghoul2, 0, iRootTail,
&boltMatrix, angles, parent->currentOrigin, level.time,
NULL, parent->modelScale );
BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, vTail );
#else
iRootBone = gi.G2API_GetBoneIndex( &parent->ghoul2[parent->playerModel], "tail_01", qtrue );
iRootTail = gi.G2API_GetBoneIndex( &parent->ghoul2[parent->playerModel], "tail_04", qtrue );
// Get the positions of the root of the tail and the tail end of it.
gi.G2API_GetBoltMatrix( parent->ghoul2, parent->playerModel, iRootBone,
&boltMatrix, angles, parent->currentOrigin, (cg.time?cg.time:level.time),
NULL, parent->s.modelScale );
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, vRoot );
gi.G2API_GetBoltMatrix( parent->ghoul2, parent->playerModel, iRootTail,
&boltMatrix, angles, parent->currentOrigin, (cg.time?cg.time:level.time),
NULL, parent->s.modelScale );
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, vTail );
#endif
// Trace from the root of the tail to the very end.
G_VehicleTrace( &trace, vRoot, lMins, lMaxs, vTail, parent->s.number, MASK_NPCSOLID );
if ( trace.fraction < 1.0f )
{
if ( ENTITYNUM_NONE != trace.entityNum && g_entities[trace.entityNum].client &&
#ifndef _JK2MP //no rancor in jk2mp (at least not currently)
g_entities[trace.entityNum].client->NPC_class != CLASS_RANCOR &&
#else //and in mp want to check inuse
g_entities[trace.entityNum].inuse &&
#endif
g_entities[trace.entityNum].client->NPC_class != CLASS_VEHICLE )
{
vec3_t pushDir;
vec3_t angs;
int iDamage = 10;
// Get the direction we're facing.
VectorCopy( parent->client->ps.viewangles, angs );
// Add some fudge.
angs[YAW] += Q_flrand( 5, 15 );
angs[PITCH] = Q_flrand( -20, -10 );
AngleVectors( angs, pushDir, NULL, NULL );
// Reverse direction.
pushDir[YAW] = -pushDir[YAW];
// Smack this ho down.
#ifdef _JK2MP
G_Sound( &g_entities[trace.entityNum], CHAN_AUTO, G_SoundIndex( "sound/chars/rancor/swipehit.wav" ) );
#else
G_Sound( &g_entities[trace.entityNum], G_SoundIndex( "sound/chars/rancor/swipehit.wav" ) );
#endif
G_Throw( &g_entities[trace.entityNum], pushDir, 50 );
if ( g_entities[trace.entityNum].health > 0 )
{
// Knock down and dish out some hurt.
gentity_t *hit = &g_entities[trace.entityNum];
#ifdef _JK2MP
if (BG_KnockDownable(&hit->client->ps))
{
hit->client->ps.forceHandExtend = HANDEXTEND_KNOCKDOWN;
hit->client->ps.forceHandExtendTime = pm->cmd.serverTime + 1100;
hit->client->ps.forceDodgeAnim = 0; //this toggles between 1 and 0, when it's 1 we should play the get up anim
hit->client->ps.otherKiller = pilot->s.number;
hit->client->ps.otherKillerTime = level.time + 5000;
hit->client->ps.otherKillerDebounceTime = level.time + 100;
hit->client->ps.velocity[0] = pushDir[0]*80;
hit->client->ps.velocity[1] = pushDir[1]*80;
hit->client->ps.velocity[2] = 100;
}
#else
G_Knockdown( hit, parent, pushDir, 300, qtrue );
#endif
G_Damage( hit, parent, parent, NULL, NULL, iDamage, DAMAGE_NO_KNOCKBACK | DAMAGE_IGNORE_TEAM, MOD_MELEE );
//G_PlayEffect( pVeh->m_pVehicleInfo->explodeFX, parent->currentOrigin );
}// Not Dead
}// Not Rancor & In USe
}// Trace Hit Anything?
}
*/
static void AnimateVehicle( Vehicle_t *pVeh )
{
animNumber_t Anim = BOTH_VT_IDLE;
int iFlags = SETANIM_FLAG_NORMAL, iBlend = 300;
gentity_t * pilot = (gentity_t *)pVeh->m_pPilot;
gentity_t * parent = (gentity_t *)pVeh->m_pParentEntity;
playerState_t * pilotPS;
playerState_t * parentPS;
float fSpeedPercToMax;
#ifdef _JK2MP
pilotPS = (pilot)?(pilot->playerState):(0);
parentPS = parent->playerState;
#else
pilotPS = (pilot)?(&pilot->client->ps):(0);
parentPS = &parent->client->ps;
#endif
// We're dead (boarding is reused here so I don't have to make another variable :-).
if ( parent->health <= 0 )
{
if ( pVeh->m_iBoarding != -999 ) // Animate the death just once!
{
pVeh->m_iBoarding = -999;
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
// FIXME! Why do you keep repeating over and over!!?!?!? Bastard!
//Vehicle_SetAnim( parent, SETANIM_LEGS, BOTH_VT_DEATH1, iFlags, iBlend );
}
return;
}
// If they're bucking, play the animation and leave...
if ( parent->client->ps.legsAnim == BOTH_VT_BUCK )
{
// Done with animation? Erase the flag.
if ( parent->client->ps.legsAnimTimer <= 0 )
{
pVeh->m_ulFlags &= ~VEH_BUCKING;
}
else
{
return;
}
}
else if ( pVeh->m_ulFlags & VEH_BUCKING )
{
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
Anim = BOTH_VT_BUCK;
iBlend = 500;
Vehicle_SetAnim( parent, SETANIM_LEGS, BOTH_VT_BUCK, iFlags, iBlend );
return;
}
// Boarding animation.
if ( pVeh->m_iBoarding != 0 )
{
// We've just started boarding, set the amount of time it will take to finish boarding.
if ( pVeh->m_iBoarding < 0 )
{
int iAnimLen;
// Boarding from left...
if ( pVeh->m_iBoarding == -1 )
{
Anim = BOTH_VT_MOUNT_L;
}
else if ( pVeh->m_iBoarding == -2 )
{
Anim = BOTH_VT_MOUNT_R;
}
else if ( pVeh->m_iBoarding == -3 )
{
Anim = BOTH_VT_MOUNT_B;
}
// 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 70% (0.7f) of the animation time.
#ifdef _JK2MP
iAnimLen = BG_AnimLength( parent->localAnimIndex, Anim ) * 0.7f;
#else
iAnimLen = PM_AnimLength( parent->client->clientInfo.animFileIndex, Anim ) * 0.7f;
#endif
pVeh->m_iBoarding = level.time + iAnimLen;
// 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;
Vehicle_SetAnim( parent, SETANIM_LEGS, Anim, iFlags, iBlend );
if (pilot)
{
Vehicle_SetAnim(pilot, SETANIM_BOTH, Anim, iFlags, iBlend );
}
return;
}
// Otherwise we're done.
else if ( pVeh->m_iBoarding <= level.time )
{
pVeh->m_iBoarding = 0;
}
}
// Percentage of maximum speed relative to current speed.
//float fSpeed = VectorLength( client->ps.velocity );
fSpeedPercToMax = parent->client->ps.speed / pVeh->m_pVehicleInfo->speedMax;
// Going in reverse...
if ( fSpeedPercToMax < -0.01f )
{
Anim = BOTH_VT_WALK_REV;
iBlend = 600;
}
else
{
bool Turbo = (fSpeedPercToMax>0.0f && level.time<pVeh->m_iTurboTime);
bool Walking = (fSpeedPercToMax>0.0f && ((pVeh->m_ucmd.buttons&BUTTON_WALKING) || fSpeedPercToMax<=0.275f));
bool Running = (fSpeedPercToMax>0.275f);
// Remove Crashing Flag
//----------------------
pVeh->m_ulFlags &= ~VEH_CRASHING;
if (Turbo)
{// Kicked In Turbo
iBlend = 50;
iFlags = SETANIM_FLAG_OVERRIDE;
Anim = BOTH_VT_TURBO;
}
else
{// No Special Moves
iBlend = 300;
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLDLESS;
Anim = (Walking)?(BOTH_VT_WALK_FWD ):((Running)?(BOTH_VT_RUN_FWD ):(BOTH_VT_IDLE1));
}
}
Vehicle_SetAnim( parent, SETANIM_LEGS, Anim, iFlags, iBlend );
}
//rwwFIXMEFIXME: This is all going to have to be predicted I think, or it will feel awful
//and lagged
// This function makes sure that the rider's in this vehicle are properly animated.
static void AnimateRiders( Vehicle_t *pVeh )
{
animNumber_t Anim = BOTH_VT_IDLE;
int iFlags = SETANIM_FLAG_NORMAL, iBlend = 500;
gentity_t *pilot = (gentity_t *)pVeh->m_pPilot;
gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
playerState_t *pilotPS;
playerState_t *parentPS;
float fSpeedPercToMax;
#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
// Boarding animation.
if ( pVeh->m_iBoarding != 0 )
{
return;
}
// Percentage of maximum speed relative to current speed.
fSpeedPercToMax = parent->client->ps.speed / pVeh->m_pVehicleInfo->speedMax;
/* // Going in reverse...
#ifdef _JK2MP //handled in pmove in mp
if (0)
#else
if ( fSpeedPercToMax < -0.01f )
#endif
{
Anim = BOTH_VT_WALK_REV;
iBlend = 600;
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));
bool Right = (pVeh->m_ucmd.rightmove>0);
bool Left = (pVeh->m_ucmd.rightmove<0);
bool Turbo = (fSpeedPercToMax>0.0f && level.time<pVeh->m_iTurboTime);
bool Walking = (fSpeedPercToMax>0.0f && ((pVeh->m_ucmd.buttons&BUTTON_WALKING) || fSpeedPercToMax<=0.275f));
bool Running = (fSpeedPercToMax>0.275f);
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) &&
(pilotPS->weapon==WP_SABER && (Turbo || !pilotPS->SaberActive())))
{
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);
}
#endif
// Don't Interrupt Attack Anims
//------------------------------
#ifdef _JK2MP
if (pilotPS->weaponTime>0)
{
return;
}
#else
if (pilotPS->torsoAnim>=BOTH_VT_ATL_S && pilotPS->torsoAnim<=BOTH_VT_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_VT_ATL_TO_R_S)
{
pVeh->m_ulFlags &= ~VEH_SABERINLEFTHAND;
}
if (!(pVeh->m_ulFlags&VEH_SABERINLEFTHAND) && pilotPS->torsoAnim==BOTH_VT_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;
if (Turbo)
{
Right = true;
Left = false;
}
// 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_VT_ATL_G; break;
case WPOSE_SABERLEFT: Anim = BOTH_VT_ATL_S; break;
case WPOSE_SABERRIGHT: Anim = BOTH_VT_ATR_TO_L_S; break;
default: assert(0);
}
}
else if (Right)
{// Attack Right
switch(WeaponPose)
{
case WPOSE_BLASTER: Anim = BOTH_VT_ATR_G; break;
case WPOSE_SABERLEFT: Anim = BOTH_VT_ATL_TO_R_S; break;
case WPOSE_SABERRIGHT: Anim = BOTH_VT_ATR_S; break;
default: assert(0);
}
}
else
{// Attack Ahead
switch(WeaponPose)
{
case WPOSE_BLASTER: Anim = BOTH_VT_ATF_G; break;
default: assert(0);
}
}
}
else if (Turbo)
{// Kicked In Turbo
iBlend = 50;
iFlags = SETANIM_FLAG_OVERRIDE;
Anim = BOTH_VT_TURBO;
}
else
{// No Special Moves
iBlend = 300;
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLDLESS;
if (WeaponPose==WPOSE_NONE)
{
if (Walking)
{
Anim = BOTH_VT_WALK_FWD;
}
else if (Running)
{
Anim = BOTH_VT_RUN_FWD;
}
else
{
Anim = BOTH_VT_IDLE1;//(Q_irand(0,1)==0)?(BOTH_VT_IDLE):(BOTH_VT_IDLE1);
}
}
else
{
switch(WeaponPose)
{
case WPOSE_BLASTER: Anim = BOTH_VT_IDLE_G; break;
case WPOSE_SABERLEFT: Anim = BOTH_VT_IDLE_SL; break;
case WPOSE_SABERRIGHT: Anim = BOTH_VT_IDLE_SR; break;
default: assert(0);
}
}
}// No Special Moves
}
Vehicle_SetAnim( pilot, SETANIM_BOTH, Anim, iFlags, iBlend );
}
#endif //QAGAME
#ifndef QAGAME
void AttachRidersGeneric( Vehicle_t *pVeh );
#endif
//on the client this function will only set up the process command funcs
void G_SetAnimalVehicleFunctions( 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 //QAGAME
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).
//this is a BG function too in MP so don't un-bg-compatibilify it -rww
void G_CreateAnimalNPC( Vehicle_t **pVeh, const char *strAnimalType )
{
// Allocate the Vehicle.
#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( strAnimalType )];
#else
(*pVeh) = (Vehicle_t *) gi.Malloc( sizeof(Vehicle_t), TAG_G_ALLOC, qtrue );
(*pVeh)->m_pVehicleInfo = &g_vehicleInfo[BG_VehicleGetIndex( strAnimalType )];
#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