mirror of
https://github.com/ioquake/jedi-academy.git
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946 lines
25 KiB
C
946 lines
25 KiB
C
// leave this line at the top for all g_xxxx.cpp files...
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#include "g_headers.h"
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//seems to be a compiler bug, it doesn't clean out the #ifdefs between dif-compiles
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//or something, so the headers spew errors on these defs from the previous compile.
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//this fixes that. -rww
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#ifdef _JK2MP
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//get rid of all the crazy defs we added for this file
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#undef currentAngles
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#undef currentOrigin
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#undef mins
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#undef maxs
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#undef legsAnimTimer
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#undef torsoAnimTimer
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#undef bool
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#undef false
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#undef true
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#undef sqrtf
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#undef Q_flrand
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#undef MOD_EXPLOSIVE
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#endif
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#ifdef _JK2 //SP does not have this preprocessor for game like MP does
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#ifndef _JK2MP
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#define _JK2MP
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#endif
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#endif
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#ifndef _JK2MP //if single player
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#ifndef QAGAME //I don't think we have a QAGAME define
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#define QAGAME //but define it cause in sp we're always in the game
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#endif
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#endif
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#ifdef QAGAME //including game headers on cgame is FORBIDDEN ^_^
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#include "g_local.h"
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#elif defined _JK2MP
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#include "bg_public.h"
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#endif
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#ifndef _JK2MP
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#include "g_functions.h"
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#include "g_vehicles.h"
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#else
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#include "bg_vehicles.h"
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#endif
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#ifdef _JK2MP
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//this is really horrible, but it works! just be sure not to use any locals or anything
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//with these names (exluding bool, false, true). -rww
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#define currentAngles r.currentAngles
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#define currentOrigin r.currentOrigin
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#define mins r.mins
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#define maxs r.maxs
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#define legsAnimTimer legsTimer
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#define torsoAnimTimer torsoTimer
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#define bool qboolean
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#define false qfalse
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#define true qtrue
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#define sqrtf sqrt
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#define Q_flrand flrand
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#define MOD_EXPLOSIVE MOD_SUICIDE
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#else
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#define bgEntity_t gentity_t
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#endif
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#ifdef QAGAME //we only want a few of these functions for BG
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extern float DotToSpot( vec3_t spot, vec3_t from, vec3_t fromAngles );
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extern vmCvar_t cg_thirdPersonAlpha;
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extern vec3_t playerMins;
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extern vec3_t playerMaxs;
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extern cvar_t *g_speederControlScheme;
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#ifdef _JK2MP
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#include "../namespace_begin.h"
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#endif
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extern void PM_SetAnim(pmove_t *pm,int setAnimParts,int anim,int setAnimFlags, int blendTime);
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extern int PM_AnimLength( int index, animNumber_t anim );
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#ifdef _JK2MP
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#include "../namespace_end.h"
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#endif
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#ifndef _JK2MP
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extern void CG_ChangeWeapon( int num );
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#endif
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extern void Vehicle_SetAnim(gentity_t *ent,int setAnimParts,int anim,int setAnimFlags, int iBlend);
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extern void G_Knockdown( gentity_t *self, gentity_t *attacker, const vec3_t pushDir, float strength, qboolean breakSaberLock );
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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 );
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// Update death sequence.
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static void DeathUpdate( Vehicle_t *pVeh )
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{
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if ( level.time >= pVeh->m_iDieTime )
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{
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// If the vehicle is not empty.
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if ( pVeh->m_pVehicleInfo->Inhabited( pVeh ) )
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{
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pVeh->m_pVehicleInfo->EjectAll( pVeh );
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}
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else
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{
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// Waste this sucker.
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}
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// Die now...
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/* else
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{
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vec3_t mins, maxs, bottom;
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trace_t trace;
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if ( pVeh->m_pVehicleInfo->explodeFX )
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{
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G_PlayEffect( pVeh->m_pVehicleInfo->explodeFX, parent->currentOrigin );
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//trace down and place mark
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VectorCopy( parent->currentOrigin, bottom );
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bottom[2] -= 80;
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gi.trace( &trace, parent->currentOrigin, vec3_origin, vec3_origin, bottom, parent->s.number, CONTENTS_SOLID );
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if ( trace.fraction < 1.0f )
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{
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VectorCopy( trace.endpos, bottom );
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bottom[2] += 2;
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G_PlayEffect( "ships/ship_explosion_mark", trace.endpos );
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}
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}
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parent->takedamage = qfalse;//so we don't recursively damage ourselves
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if ( pVeh->m_pVehicleInfo->explosionRadius > 0 && pVeh->m_pVehicleInfo->explosionDamage > 0 )
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{
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VectorCopy( parent->mins, mins );
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mins[2] = -4;//to keep it off the ground a *little*
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VectorCopy( parent->maxs, maxs );
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VectorCopy( parent->currentOrigin, bottom );
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bottom[2] += parent->mins[2] - 32;
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gi.trace( &trace, parent->currentOrigin, mins, maxs, bottom, parent->s.number, CONTENTS_SOLID );
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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
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}
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parent->e_ThinkFunc = thinkF_G_FreeEntity;
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parent->nextthink = level.time + FRAMETIME;
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}*/
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}
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}
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// Like a think or move command, this updates various vehicle properties.
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static bool Update( Vehicle_t *pVeh, const usercmd_t *pUcmd )
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{
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return g_vehicleInfo[VEHICLE_BASE].Update( pVeh, pUcmd );
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}
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#endif //QAGAME
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#ifdef _JK2MP
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#include "../namespace_begin.h"
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#endif
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//MP RULE - ALL PROCESSMOVECOMMANDS FUNCTIONS MUST BE BG-COMPATIBLE!!!
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//If you really need to violate this rule for SP, then use ifdefs.
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//By BG-compatible, I mean no use of game-specific data - ONLY use
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//stuff available in the MP bgEntity (in SP, the bgEntity is #defined
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//as a gentity, but the MP-compatible access restrictions are based
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//on the bgEntity structure in the MP codebase) -rww
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// ProcessMoveCommands the Vehicle.
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static void ProcessMoveCommands( Vehicle_t *pVeh )
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{
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/************************************************************************************/
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/* BEGIN Here is where we move the vehicle (forward or back or whatever). BEGIN */
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/************************************************************************************/
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//Client sets ucmds and such for speed alterations
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float speedInc, speedIdleDec, speedIdle, speedIdleAccel, speedMin, speedMax;
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float fWalkSpeedMax;
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int curTime;
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bgEntity_t *parent = pVeh->m_pParentEntity;
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#ifdef _JK2MP
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playerState_t *parentPS = parent->playerState;
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#else
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playerState_t *parentPS = &parent->client->ps;
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#endif
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#ifndef _JK2MP//SP
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curTime = level.time;
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#elif QAGAME//MP GAME
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curTime = level.time;
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#elif CGAME//MP CGAME
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//FIXME: pass in ucmd? Not sure if this is reliable...
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curTime = pm->cmd.serverTime;
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#endif
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#ifndef _JK2MP //bad for prediction - fixme
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// Bucking so we can't do anything.
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if ( pVeh->m_ulFlags & VEH_BUCKING || pVeh->m_ulFlags & VEH_FLYING || pVeh->m_ulFlags & VEH_CRASHING )
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{
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//#ifdef QAGAME //this was in Update above
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// ((gentity_t *)parent)->client->ps.speed = 0;
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//#endif
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parentPS->speed = 0;
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return;
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}
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#endif
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speedIdleDec = pVeh->m_pVehicleInfo->decelIdle * pVeh->m_fTimeModifier;
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speedMax = pVeh->m_pVehicleInfo->speedMax;
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speedIdle = pVeh->m_pVehicleInfo->speedIdle;
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speedIdleAccel = pVeh->m_pVehicleInfo->accelIdle * pVeh->m_fTimeModifier;
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speedMin = pVeh->m_pVehicleInfo->speedMin;
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if ( pVeh->m_pPilot /*&& (pilotPS->weapon == WP_NONE || pilotPS->weapon == WP_MELEE )*/ &&
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(pVeh->m_ucmd.buttons & BUTTON_ALT_ATTACK) && pVeh->m_pVehicleInfo->turboSpeed )
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{
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if ((curTime - pVeh->m_iTurboTime)>pVeh->m_pVehicleInfo->turboRecharge)
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{
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pVeh->m_iTurboTime = (curTime + pVeh->m_pVehicleInfo->turboDuration);
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#ifndef _JK2MP //kill me now
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if (pVeh->m_pVehicleInfo->soundTurbo)
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{
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G_SoundIndexOnEnt(pVeh->m_pParentEntity, CHAN_AUTO, pVeh->m_pVehicleInfo->soundTurbo);
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}
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#endif
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parentPS->speed = pVeh->m_pVehicleInfo->turboSpeed; // Instantly Jump To Turbo Speed
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}
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}
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if ( curTime < pVeh->m_iTurboTime )
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{
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speedMax = pVeh->m_pVehicleInfo->turboSpeed;
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}
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else
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{
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speedMax = pVeh->m_pVehicleInfo->speedMax;
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}
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#ifdef _JK2MP
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if ( !parentPS->m_iVehicleNum )
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#else
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if ( !pVeh->m_pVehicleInfo->Inhabited( pVeh ) )
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#endif
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{//drifts to a stop
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speedInc = speedIdle * pVeh->m_fTimeModifier;
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VectorClear( parentPS->moveDir );
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//m_ucmd.forwardmove = 127;
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parentPS->speed = 0;
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}
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else
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{
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speedInc = pVeh->m_pVehicleInfo->acceleration * pVeh->m_fTimeModifier;
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}
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if ( parentPS->speed || parentPS->groundEntityNum == ENTITYNUM_NONE ||
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pVeh->m_ucmd.forwardmove || pVeh->m_ucmd.upmove > 0 )
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{
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if ( pVeh->m_ucmd.forwardmove > 0 && speedInc )
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{
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parentPS->speed += speedInc;
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}
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else if ( pVeh->m_ucmd.forwardmove < 0 )
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{
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if ( parentPS->speed > speedIdle )
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{
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parentPS->speed -= speedInc;
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}
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else if ( parentPS->speed > speedMin )
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{
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parentPS->speed -= speedIdleDec;
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}
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}
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// No input, so coast to stop.
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else if ( parentPS->speed > 0.0f )
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{
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parentPS->speed -= speedIdleDec;
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if ( parentPS->speed < 0.0f )
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{
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parentPS->speed = 0.0f;
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}
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}
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else if ( parentPS->speed < 0.0f )
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{
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parentPS->speed += speedIdleDec;
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if ( parentPS->speed > 0.0f )
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{
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parentPS->speed = 0.0f;
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}
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}
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}
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else
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{
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if ( pVeh->m_ucmd.forwardmove < 0 )
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{
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pVeh->m_ucmd.forwardmove = 0;
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}
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if ( pVeh->m_ucmd.upmove < 0 )
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{
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pVeh->m_ucmd.upmove = 0;
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}
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//pVeh->m_ucmd.rightmove = 0;
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/*if ( !pVeh->m_pVehicleInfo->strafePerc
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|| (!g_speederControlScheme->value && !parent->s.number) )
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{//if in a strafe-capable vehicle, clear strafing unless using alternate control scheme
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pVeh->m_ucmd.rightmove = 0;
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}*/
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}
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fWalkSpeedMax = speedMax * 0.275f;
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if ( curTime>pVeh->m_iTurboTime && (pVeh->m_ucmd.buttons & BUTTON_WALKING) && parentPS->speed > fWalkSpeedMax )
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{
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parentPS->speed = fWalkSpeedMax;
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}
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else if ( parentPS->speed > speedMax )
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{
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parentPS->speed = speedMax;
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}
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else if ( parentPS->speed < speedMin )
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{
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parentPS->speed = speedMin;
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}
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/********************************************************************************/
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/* END Here is where we move the vehicle (forward or back or whatever). END */
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/********************************************************************************/
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}
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//MP RULE - ALL PROCESSORIENTCOMMANDS FUNCTIONS MUST BE BG-COMPATIBLE!!!
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//If you really need to violate this rule for SP, then use ifdefs.
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//By BG-compatible, I mean no use of game-specific data - ONLY use
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//stuff available in the MP bgEntity (in SP, the bgEntity is #defined
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//as a gentity, but the MP-compatible access restrictions are based
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//on the bgEntity structure in the MP codebase) -rww
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// ProcessOrientCommands the Vehicle.
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static void ProcessOrientCommands( Vehicle_t *pVeh )
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{
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/********************************************************************************/
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/* BEGIN Here is where make sure the vehicle is properly oriented. BEGIN */
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/********************************************************************************/
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bgEntity_t *parent = pVeh->m_pParentEntity;
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playerState_t *parentPS, *riderPS;
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#ifdef _JK2MP
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bgEntity_t *rider = NULL;
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if (parent->s.owner != ENTITYNUM_NONE)
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{
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rider = PM_BGEntForNum(parent->s.owner); //&g_entities[parent->r.ownerNum];
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}
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#else
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gentity_t *rider = parent->owner;
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#endif
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// Bucking so we can't do anything.
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#ifndef _JK2MP //bad for prediction - fixme
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if ( pVeh->m_ulFlags & VEH_BUCKING || pVeh->m_ulFlags & VEH_FLYING || pVeh->m_ulFlags & VEH_CRASHING )
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{
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return;
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}
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#endif
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#ifdef _JK2MP
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if ( !rider )
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#else
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if ( !rider || !rider->client )
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#endif
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{
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rider = parent;
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}
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#ifdef _JK2MP
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parentPS = parent->playerState;
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riderPS = rider->playerState;
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#else
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parentPS = &parent->client->ps;
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riderPS = &rider->client->ps;
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#endif
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if (rider)
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{
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#ifdef _JK2MP
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float angDif = AngleSubtract(pVeh->m_vOrientation[YAW], riderPS->viewangles[YAW]);
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if (parentPS && parentPS->speed)
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{
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float s = parentPS->speed;
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float maxDif = pVeh->m_pVehicleInfo->turningSpeed*4.0f; //magic number hackery
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if (s < 0.0f)
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{
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s = -s;
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}
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angDif *= s/pVeh->m_pVehicleInfo->speedMax;
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if (angDif > maxDif)
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{
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angDif = maxDif;
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}
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else if (angDif < -maxDif)
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{
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angDif = -maxDif;
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}
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pVeh->m_vOrientation[YAW] = AngleNormalize180(pVeh->m_vOrientation[YAW] - angDif*(pVeh->m_fTimeModifier*0.2f));
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}
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#else
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pVeh->m_vOrientation[YAW] = riderPS->viewangles[YAW];
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#endif
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}
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/* speed = VectorLength( parentPS->velocity );
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// If the player is the rider...
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if ( rider->s.number < MAX_CLIENTS )
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{//FIXME: use the vehicle's turning stat in this calc
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pVeh->m_vOrientation[YAW] = riderPS->viewangles[YAW];
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}
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else
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{
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float turnSpeed = pVeh->m_pVehicleInfo->turningSpeed;
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if ( !pVeh->m_pVehicleInfo->turnWhenStopped
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&& !parentPS->speed )//FIXME: or !pVeh->m_ucmd.forwardmove?
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{//can't turn when not moving
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//FIXME: or ramp up to max turnSpeed?
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turnSpeed = 0.0f;
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}
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#ifdef _JK2MP
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if (rider->s.eType == ET_NPC)
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#else
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if ( !rider || rider->NPC )
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#endif
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{//help NPCs out some
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turnSpeed *= 2.0f;
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#ifdef _JK2MP
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if (parentPS->speed > 200.0f)
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#else
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if ( parent->client->ps.speed > 200.0f )
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#endif
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{
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turnSpeed += turnSpeed * parentPS->speed/200.0f*0.05f;
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}
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}
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turnSpeed *= pVeh->m_fTimeModifier;
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//default control scheme: strafing turns, mouselook aims
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if ( pVeh->m_ucmd.rightmove < 0 )
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{
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pVeh->m_vOrientation[YAW] += turnSpeed;
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}
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else if ( pVeh->m_ucmd.rightmove > 0 )
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{
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pVeh->m_vOrientation[YAW] -= turnSpeed;
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}
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if ( pVeh->m_pVehicleInfo->malfunctionArmorLevel && pVeh->m_iArmor <= pVeh->m_pVehicleInfo->malfunctionArmorLevel )
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{//damaged badly
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}
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}*/
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/********************************************************************************/
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/* END Here is where make sure the vehicle is properly oriented. END */
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/********************************************************************************/
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}
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#ifdef _JK2MP //temp hack til mp speeder controls are sorted -rww
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void AnimalProcessOri(Vehicle_t *pVeh)
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{
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ProcessOrientCommands(pVeh);
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}
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#endif
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#ifdef QAGAME //back to our game-only functions
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static void AnimateVehicle( Vehicle_t *pVeh )
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{
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animNumber_t Anim = BOTH_VT_IDLE;
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int iFlags = SETANIM_FLAG_NORMAL, iBlend = 300;
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gentity_t * pilot = (gentity_t *)pVeh->m_pPilot;
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gentity_t * parent = (gentity_t *)pVeh->m_pParentEntity;
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playerState_t * pilotPS;
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playerState_t * parentPS;
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float fSpeedPercToMax;
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#ifdef _JK2MP
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pilotPS = (pilot)?(pilot->playerState):(0);
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parentPS = parent->playerState;
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#else
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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;
|
|
}
|
|
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 && (Turbo || (pilotPS->weapon==WP_SABER && !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
|