mirror of
https://github.com/ioquake/jedi-academy.git
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1751 lines
54 KiB
C
1751 lines
54 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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extern float DotToSpot( vec3_t spot, vec3_t from, vec3_t fromAngles );
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#ifdef QAGAME //SP or gameside MP
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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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extern void ChangeWeapon( gentity_t *ent, int newWeapon );
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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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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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#endif
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extern qboolean BG_UnrestrainedPitchRoll( playerState_t *ps, Vehicle_t *pVeh );
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#ifdef _JK2MP
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#include "../namespace_begin.h"
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extern void BG_SetAnim(playerState_t *ps, animation_t *animations, int setAnimParts,int anim,int setAnimFlags, int blendTime);
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extern int BG_GetTime(void);
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#endif
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extern void BG_ExternThisSoICanRecompileInDebug( Vehicle_t *pVeh, playerState_t *riderPS );
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//this stuff has got to be predicted, so..
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bool BG_FighterUpdate(Vehicle_t *pVeh, const usercmd_t *pUcmd, vec3_t trMins, vec3_t trMaxs, float gravity,
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void (*traceFunc)( trace_t *results, const vec3_t start, const vec3_t lmins, const vec3_t lmaxs, const vec3_t end, int passEntityNum, int contentMask ))
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{
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vec3_t bottom;
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playerState_t *parentPS;
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qboolean isDead = qfalse;
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#ifdef QAGAME //don't do this on client
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// Make sure the riders are not visible or collidable.
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pVeh->m_pVehicleInfo->Ghost( pVeh, pVeh->m_pPilot );
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#endif
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#ifdef _JK2MP
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parentPS = pVeh->m_pParentEntity->playerState;
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#else
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parentPS = &pVeh->m_pParentEntity->client->ps;
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#endif
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if (!parentPS)
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{
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Com_Error(ERR_DROP, "NULL PS in BG_FighterUpdate (%s)", pVeh->m_pVehicleInfo->name);
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return false;
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}
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// If we have a pilot, take out gravity (it's a flying craft...).
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if ( pVeh->m_pPilot )
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{
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parentPS->gravity = 0;
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#ifndef _JK2MP //don't need this flag in mp, I.. guess
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pVeh->m_pParentEntity->svFlags |= SVF_CUSTOM_GRAVITY;
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#endif
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}
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else
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{
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#ifndef _JK2MP //don't need this flag in mp, I.. guess
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pVeh->m_pParentEntity->svFlags &= ~SVF_CUSTOM_GRAVITY;
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#else //in MP set grav back to normal gravity
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if (pVeh->m_pVehicleInfo->gravity)
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{
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parentPS->gravity = pVeh->m_pVehicleInfo->gravity;
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}
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else
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{ //it doesn't have gravity specified apparently
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parentPS->gravity = gravity;
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}
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#endif
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}
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#ifdef _JK2MP
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isDead = (qboolean)((parentPS->eFlags&EF_DEAD)!=0);
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#else
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isDead = (parentPS->stats[STAT_HEALTH] <= 0 );
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#endif
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/*
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if ( isDead ||
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(pVeh->m_pVehicleInfo->surfDestruction &&
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pVeh->m_iRemovedSurfaces ) )
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{//can't land if dead or spiralling out of control
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pVeh->m_LandTrace.fraction = 1.0f;
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pVeh->m_LandTrace.contents = pVeh->m_LandTrace.surfaceFlags = 0;
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VectorClear( pVeh->m_LandTrace.plane.normal );
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pVeh->m_LandTrace.allsolid = qfalse;
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pVeh->m_LandTrace.startsolid = qfalse;
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}
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else
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{
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*/
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//argh, no, I need to have a way to see when they impact the ground while damaged. -rww
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// Check to see if the fighter has taken off yet (if it's a certain height above ground).
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VectorCopy( parentPS->origin, bottom );
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bottom[2] -= pVeh->m_pVehicleInfo->landingHeight;
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traceFunc( &pVeh->m_LandTrace, parentPS->origin, trMins, trMaxs, bottom, pVeh->m_pParentEntity->s.number, (MASK_NPCSOLID&~CONTENTS_BODY) );
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//}
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return true;
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}
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#ifdef QAGAME //ONLY in SP or on server, not cgame
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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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assert(pVeh->m_pParentEntity);
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if (!BG_FighterUpdate(pVeh, pUcmd, ((gentity_t *)pVeh->m_pParentEntity)->mins,
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((gentity_t *)pVeh->m_pParentEntity)->maxs,
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#ifdef _JK2MP
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g_gravity.value,
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#else
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g_gravity->value,
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#endif
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G_VehicleTrace))
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{
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return false;
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}
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if ( !g_vehicleInfo[VEHICLE_BASE].Update( pVeh, pUcmd ) )
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{
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return false;
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}
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return true;
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}
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// Board this Vehicle (get on). The first entity to board an empty vehicle becomes the Pilot.
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static bool Board( Vehicle_t *pVeh, bgEntity_t *pEnt )
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{
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if ( !g_vehicleInfo[VEHICLE_BASE].Board( pVeh, pEnt ) )
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return false;
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// Set the board wait time (they won't be able to do anything, including getting off, for this amount of time).
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pVeh->m_iBoarding = level.time + 1500;
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return true;
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}
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// Eject an entity from the vehicle.
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static bool Eject( Vehicle_t *pVeh, bgEntity_t *pEnt, qboolean forceEject )
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{
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if ( g_vehicleInfo[VEHICLE_BASE].Eject( pVeh, pEnt, forceEject ) )
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{
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return true;
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}
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return false;
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}
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#endif //end game-side only
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//method of decrementing the given angle based on the given taking variable frame times into account
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static float PredictedAngularDecrement(float scale, float timeMod, float originalAngle)
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{
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float fixedBaseDec = originalAngle*0.05f;
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float r = 0.0f;
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if (fixedBaseDec < 0.0f)
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{
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fixedBaseDec = -fixedBaseDec;
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}
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fixedBaseDec *= (1.0f+(1.0f-scale));
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if (fixedBaseDec < 0.1f)
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{ //don't increment in incredibly small fractions, it would eat up unnecessary bandwidth.
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fixedBaseDec = 0.1f;
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}
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fixedBaseDec *= (timeMod*0.1f);
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if (originalAngle > 0.0f)
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{ //subtract
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r = (originalAngle-fixedBaseDec);
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if (r < 0.0f)
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{
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r = 0.0f;
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}
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}
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else if (originalAngle < 0.0f)
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{ //add
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r = (originalAngle+fixedBaseDec);
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if (r > 0.0f)
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{
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r = 0.0f;
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}
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}
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return r;
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}
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#ifdef QAGAME//only do this check on GAME side, because if it's CGAME, it's being predicted, and it's only predicted if the local client is the driver
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qboolean FighterIsInSpace( gentity_t *gParent )
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{
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if ( gParent
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&& gParent->client
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&& gParent->client->inSpaceIndex
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&& gParent->client->inSpaceIndex < ENTITYNUM_WORLD )
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{
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return qtrue;
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}
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return qfalse;
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}
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#endif
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qboolean FighterOverValidLandingSurface( Vehicle_t *pVeh )
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{
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if ( pVeh->m_LandTrace.fraction < 1.0f //ground present
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&& pVeh->m_LandTrace.plane.normal[2] >= MIN_LANDING_SLOPE )//flat enough
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//FIXME: also check for a certain surface flag ... "landing zones"?
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{
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return qtrue;
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}
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return qfalse;
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}
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qboolean FighterIsLanded( Vehicle_t *pVeh, playerState_t *parentPS )
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{
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if ( FighterOverValidLandingSurface( pVeh )
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&& !parentPS->speed )//stopped
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{
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return qtrue;
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}
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return qfalse;
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}
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qboolean FighterIsLanding( Vehicle_t *pVeh, playerState_t *parentPS )
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{
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if ( FighterOverValidLandingSurface( pVeh )
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#ifdef QAGAME//only do this check on GAME side, because if it's CGAME, it's being predicted, and it's only predicted if the local client is the driver
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&& pVeh->m_pVehicleInfo->Inhabited( pVeh )//has to have a driver in order to be capable of landing
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#endif
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&& (pVeh->m_ucmd.forwardmove < 0||pVeh->m_ucmd.upmove<0) //decelerating or holding crouch button
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&& parentPS->speed <= MIN_LANDING_SPEED )//going slow enough to start landing - was using pVeh->m_pVehicleInfo->speedIdle, but that's still too fast
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{
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return qtrue;
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}
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return qfalse;
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}
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qboolean FighterIsLaunching( Vehicle_t *pVeh, playerState_t *parentPS )
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{
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if ( FighterOverValidLandingSurface( pVeh )
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#ifdef QAGAME//only do this check on GAME side, because if it's CGAME, it's being predicted, and it's only predicted if the local client is the driver
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&& pVeh->m_pVehicleInfo->Inhabited( pVeh )//has to have a driver in order to be capable of landing
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#endif
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&& pVeh->m_ucmd.upmove > 0 //trying to take off
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&& parentPS->speed <= 200.0f )//going slow enough to start landing - was using pVeh->m_pVehicleInfo->speedIdle, but that's still too fast
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{
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return qtrue;
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}
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return qfalse;
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}
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qboolean FighterSuspended( Vehicle_t *pVeh, playerState_t *parentPS )
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{
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#ifdef QAGAME//only do this check on GAME side, because if it's CGAME, it's being predicted, and it's only predicted if the local client is the driver
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if (!pVeh->m_pPilot//empty
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&& !parentPS->speed//not moving
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&& pVeh->m_ucmd.forwardmove <= 0//not trying to go forward for whatever reason
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&& pVeh->m_pParentEntity != NULL
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&& (((gentity_t *)pVeh->m_pParentEntity)->spawnflags&2) )//SUSPENDED spawnflag is on
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{
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return qtrue;
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}
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return qfalse;
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#elif CGAME
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return qfalse;
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#endif
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}
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#ifdef CGAME
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extern void trap_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx ); //cg_syscalls.c
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extern sfxHandle_t trap_S_RegisterSound( const char *sample); //cg_syscalls.c
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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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#define FIGHTER_MIN_TAKEOFF_FRACTION 0.7f
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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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bgEntity_t *parent = pVeh->m_pParentEntity;
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qboolean isLandingOrLaunching = qfalse;
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#ifndef _JK2MP//SP
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int curTime = level.time;
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#elif QAGAME//MP GAME
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int 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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int curTime = pm->cmd.serverTime;
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#endif
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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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#ifdef _JK2MP
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if ( parentPS->hyperSpaceTime
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&& curTime - parentPS->hyperSpaceTime < HYPERSPACE_TIME )
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{//Going to Hyperspace
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//totally override movement
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float timeFrac = ((float)(curTime-parentPS->hyperSpaceTime))/HYPERSPACE_TIME;
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if ( timeFrac < HYPERSPACE_TELEPORT_FRAC )
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{//for first half, instantly jump to top speed!
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if ( !(parentPS->eFlags2&EF2_HYPERSPACE) )
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{//waiting to face the right direction, do nothing
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parentPS->speed = 0.0f;
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}
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else
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{
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if ( parentPS->speed < HYPERSPACE_SPEED )
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{//just started hyperspace
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//MIKE: This is going to play the sound twice for the predicting client, I suggest using
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//a predicted event or only doing it game-side. -rich
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#ifdef QAGAME//MP GAME-side
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//G_EntitySound( ((gentity_t *)(pVeh->m_pParentEntity)), CHAN_LOCAL, pVeh->m_pVehicleInfo->soundHyper );
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#elif CGAME//MP CGAME-side
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trap_S_StartSound( NULL, pm->ps->clientNum, CHAN_LOCAL, pVeh->m_pVehicleInfo->soundHyper );
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#endif
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}
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parentPS->speed = HYPERSPACE_SPEED;
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}
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}
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else
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{//slow from top speed to 200...
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parentPS->speed = 200.0f + ((1.0f-timeFrac)*(1.0f/HYPERSPACE_TELEPORT_FRAC)*(HYPERSPACE_SPEED-200.0f));
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//don't mess with acceleration, just pop to the high velocity
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if ( VectorLength( parentPS->velocity ) < parentPS->speed )
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{
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VectorScale( parentPS->moveDir, parentPS->speed, parentPS->velocity );
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}
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}
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return;
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}
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#endif
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if ( pVeh->m_iDropTime >= curTime )
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{//no speed, just drop
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parentPS->speed = 0.0f;
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parentPS->gravity = 800;
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return;
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}
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isLandingOrLaunching = (FighterIsLanding( pVeh, parentPS )||FighterIsLaunching( pVeh, parentPS ));
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// If we are hitting the ground, just allow the fighter to go up and down.
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if ( isLandingOrLaunching//going slow enough to start landing
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&& (pVeh->m_ucmd.forwardmove<=0||pVeh->m_LandTrace.fraction<=FIGHTER_MIN_TAKEOFF_FRACTION) )//not trying to accelerate away already (or: you are trying to, but not high enough off the ground yet)
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{//FIXME: if start to move forward and fly over something low while still going relatively slow, you may try to land even though you don't mean to...
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//float fInvFrac = 1.0f - pVeh->m_LandTrace.fraction;
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if ( pVeh->m_ucmd.upmove > 0 )
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{
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#ifdef _JK2MP
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if ( parentPS->velocity[2] <= 0
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&& pVeh->m_pVehicleInfo->soundTakeOff )
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{//taking off for the first time
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#ifdef QAGAME//MP GAME-side
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G_EntitySound( ((gentity_t *)(pVeh->m_pParentEntity)), CHAN_AUTO, pVeh->m_pVehicleInfo->soundTakeOff );
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#endif
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}
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#endif
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parentPS->velocity[2] += pVeh->m_pVehicleInfo->acceleration * pVeh->m_fTimeModifier;// * ( /*fInvFrac **/ 1.5f );
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}
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else if ( pVeh->m_ucmd.upmove < 0 )
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{
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parentPS->velocity[2] -= pVeh->m_pVehicleInfo->acceleration * pVeh->m_fTimeModifier;// * ( /*fInvFrac **/ 1.8f );
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}
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else if ( pVeh->m_ucmd.forwardmove < 0 )
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{
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if ( pVeh->m_LandTrace.fraction != 0.0f )
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{
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parentPS->velocity[2] -= pVeh->m_pVehicleInfo->acceleration * pVeh->m_fTimeModifier;
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}
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if ( pVeh->m_LandTrace.fraction <= FIGHTER_MIN_TAKEOFF_FRACTION )
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{
|
|
//pVeh->m_pParentEntity->client->ps.velocity[0] *= pVeh->m_LandTrace.fraction;
|
|
//pVeh->m_pParentEntity->client->ps.velocity[1] *= pVeh->m_LandTrace.fraction;
|
|
|
|
//remember to always base this stuff on the time modifier! otherwise, you create
|
|
//framerate-dependancy issues and break prediction in MP -rww
|
|
//parentPS->velocity[2] *= pVeh->m_LandTrace.fraction;
|
|
//it's not an angle, but hey
|
|
parentPS->velocity[2] = PredictedAngularDecrement(pVeh->m_LandTrace.fraction, pVeh->m_fTimeModifier*5.0f, parentPS->velocity[2]);
|
|
|
|
parentPS->speed = 0;
|
|
}
|
|
}
|
|
|
|
// Make sure they don't pitch as they near the ground.
|
|
//pVeh->m_vOrientation[PITCH] *= 0.7f;
|
|
pVeh->m_vOrientation[PITCH] = PredictedAngularDecrement(0.7f, pVeh->m_fTimeModifier*10.0f, pVeh->m_vOrientation[PITCH]);
|
|
|
|
return;
|
|
}
|
|
|
|
if ( (pVeh->m_ucmd.upmove > 0) && pVeh->m_pVehicleInfo->turboSpeed )
|
|
{
|
|
if ((curTime - pVeh->m_iTurboTime)>pVeh->m_pVehicleInfo->turboRecharge)
|
|
{
|
|
pVeh->m_iTurboTime = (curTime + pVeh->m_pVehicleInfo->turboDuration);
|
|
if (pVeh->m_pVehicleInfo->iTurboStartFX)
|
|
{
|
|
int i;
|
|
for (i=0; i<MAX_VEHICLE_EXHAUSTS; i++)
|
|
{
|
|
if (pVeh->m_iExhaustTag[i]==-1)
|
|
{
|
|
break;
|
|
}
|
|
#ifndef _JK2MP//SP
|
|
G_PlayEffect(pVeh->m_pVehicleInfo->iTurboStartFX, pVeh->m_pParentEntity->playerModel, pVeh->m_iExhaustTag[i], pVeh->m_pParentEntity->s.number, pVeh->m_pParentEntity->currentOrigin );
|
|
#else
|
|
//TODO: MP Play Effect?
|
|
#endif
|
|
}
|
|
}
|
|
//NOTE: turbo sound can't be part of effect if effect is played on every muzzle!
|
|
if ( pVeh->m_pVehicleInfo->soundTurbo )
|
|
{
|
|
#ifndef _JK2MP//SP
|
|
G_SoundIndexOnEnt( pVeh->m_pParentEntity, CHAN_AUTO, pVeh->m_pVehicleInfo->soundTurbo );
|
|
#elif QAGAME//MP GAME-side
|
|
G_EntitySound( ((gentity_t *)(pVeh->m_pParentEntity)), CHAN_AUTO, pVeh->m_pVehicleInfo->soundTurbo );
|
|
#elif CGAME//MP CGAME-side
|
|
//trap_S_StartSound( NULL, pVeh->m_pParentEntity->s.number, CHAN_AUTO, pVeh->m_pVehicleInfo->soundTurbo );
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
speedInc = pVeh->m_pVehicleInfo->acceleration * pVeh->m_fTimeModifier;
|
|
if ( curTime < pVeh->m_iTurboTime )
|
|
{//going turbo speed
|
|
speedMax = pVeh->m_pVehicleInfo->turboSpeed;
|
|
//double our acceleration
|
|
speedInc *= 2.0f;
|
|
//force us to move forward
|
|
pVeh->m_ucmd.forwardmove = 127;
|
|
#ifdef _JK2MP//SP can cheat and just check m_iTurboTime directly... :)
|
|
//add flag to let cgame know to draw the iTurboFX effect
|
|
parentPS->eFlags |= EF_JETPACK_ACTIVE;
|
|
#endif
|
|
}
|
|
/*
|
|
//FIXME: if turbotime is up and we're waiting for it to recharge, should our max speed drop while we recharge?
|
|
else if ( (curTime - pVeh->m_iTurboTime)<3000 )
|
|
{//still waiting for the recharge
|
|
speedMax = pVeh->m_pVehicleInfo->speedMax*0.75;
|
|
}
|
|
*/
|
|
else
|
|
{//normal max speed
|
|
speedMax = pVeh->m_pVehicleInfo->speedMax;
|
|
#ifdef _JK2MP//SP can cheat and just check m_iTurboTime directly... :)
|
|
if ( (parentPS->eFlags&EF_JETPACK_ACTIVE) )
|
|
{//stop cgame from playing the turbo exhaust effect
|
|
parentPS->eFlags &= ~EF_JETPACK_ACTIVE;
|
|
}
|
|
#endif
|
|
}
|
|
speedIdleDec = pVeh->m_pVehicleInfo->decelIdle * pVeh->m_fTimeModifier;
|
|
speedIdle = pVeh->m_pVehicleInfo->speedIdle;
|
|
speedIdleAccel = pVeh->m_pVehicleInfo->accelIdle * pVeh->m_fTimeModifier;
|
|
speedMin = pVeh->m_pVehicleInfo->speedMin;
|
|
|
|
if ( (parentPS->brokenLimbs&(1<<SHIPSURF_DAMAGE_BACK_HEAVY)) )
|
|
{//engine has taken heavy damage
|
|
speedMax *= 0.8f;//at 80% speed
|
|
}
|
|
else if ( (parentPS->brokenLimbs&(1<<SHIPSURF_DAMAGE_BACK_LIGHT)) )
|
|
{//engine has taken light damage
|
|
speedMax *= 0.6f;//at 60% speed
|
|
}
|
|
|
|
if (pVeh->m_iRemovedSurfaces
|
|
|| parentPS->electrifyTime>=curTime)
|
|
{ //go out of control
|
|
parentPS->speed += speedInc;
|
|
//Why set forwardmove? PMove code doesn't use it... does it?
|
|
pVeh->m_ucmd.forwardmove = 127;
|
|
}
|
|
#ifdef QAGAME //well, the thing is always going to be inhabited if it's being predicted!
|
|
else if ( FighterSuspended( pVeh, parentPS ) )
|
|
{
|
|
parentPS->speed = 0;
|
|
pVeh->m_ucmd.forwardmove = 0;
|
|
}
|
|
else if ( !pVeh->m_pVehicleInfo->Inhabited( pVeh )
|
|
&& parentPS->speed > 0 )
|
|
{//pilot jumped out while we were moving forward (not landing or landed) so just keep the throttle locked
|
|
//Why set forwardmove? PMove code doesn't use it... does it?
|
|
pVeh->m_ucmd.forwardmove = 127;
|
|
}
|
|
#endif
|
|
else if ( ( parentPS->speed || parentPS->groundEntityNum == ENTITYNUM_NONE ||
|
|
pVeh->m_ucmd.forwardmove || pVeh->m_ucmd.upmove > 0 ) && pVeh->m_LandTrace.fraction >= 0.05f )
|
|
{
|
|
if ( pVeh->m_ucmd.forwardmove > 0 && speedInc )
|
|
{
|
|
parentPS->speed += speedInc;
|
|
pVeh->m_ucmd.forwardmove = 127;
|
|
}
|
|
else if ( pVeh->m_ucmd.forwardmove < 0
|
|
|| pVeh->m_ucmd.upmove < 0 )
|
|
{//decelerating or braking
|
|
if ( pVeh->m_ucmd.upmove < 0 )
|
|
{//braking (trying to land?), slow down faster
|
|
if ( pVeh->m_ucmd.forwardmove )
|
|
{//decelerator + brakes
|
|
speedInc += pVeh->m_pVehicleInfo->braking;
|
|
speedIdleDec += pVeh->m_pVehicleInfo->braking;
|
|
}
|
|
else
|
|
{//just brakes
|
|
speedInc = speedIdleDec = pVeh->m_pVehicleInfo->braking;
|
|
}
|
|
}
|
|
if ( parentPS->speed > speedIdle )
|
|
{
|
|
parentPS->speed -= speedInc;
|
|
}
|
|
else if ( parentPS->speed > speedMin )
|
|
{
|
|
if ( FighterOverValidLandingSurface( pVeh ) )
|
|
{//there's ground below us and we're trying to slow down, slow down faster
|
|
parentPS->speed -= speedInc;
|
|
}
|
|
else
|
|
{
|
|
parentPS->speed -= speedIdleDec;
|
|
if ( parentPS->speed < MIN_LANDING_SPEED )
|
|
{//unless you can land, don't drop below the landing speed!!! This way you can't come to a dead stop in mid-air
|
|
parentPS->speed = MIN_LANDING_SPEED;
|
|
}
|
|
}
|
|
}
|
|
if ( pVeh->m_pVehicleInfo->type == VH_FIGHTER )
|
|
{
|
|
pVeh->m_ucmd.forwardmove = 127;
|
|
}
|
|
else if ( speedMin >= 0 )
|
|
{
|
|
pVeh->m_ucmd.forwardmove = 0;
|
|
}
|
|
}
|
|
//else not accel, decel or braking
|
|
else if ( pVeh->m_pVehicleInfo->throttleSticks )
|
|
{//we're using a throttle that sticks at current speed
|
|
if ( parentPS->speed <= MIN_LANDING_SPEED )
|
|
{//going less than landing speed
|
|
if ( FighterOverValidLandingSurface( pVeh ) )
|
|
{//close to ground and not going very fast
|
|
//slow to a stop if within landing height and not accel/decel/braking
|
|
if ( parentPS->speed > 0 )
|
|
{//slow down
|
|
parentPS->speed -= speedIdleDec;
|
|
}
|
|
else if ( parentPS->speed < 0 )
|
|
{//going backwards, slow down
|
|
parentPS->speed += speedIdleDec;
|
|
}
|
|
}
|
|
else
|
|
{//not over a valid landing surf, but going too slow
|
|
//speed up to idle speed if not over a valid landing surf and not accel/decel/braking
|
|
if ( parentPS->speed < speedIdle )
|
|
{
|
|
parentPS->speed += speedIdleAccel;
|
|
if ( parentPS->speed > speedIdle )
|
|
{
|
|
parentPS->speed = speedIdle;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//then speed up or slow down to idle speed
|
|
//accelerate to cruising speed only, otherwise, just coast
|
|
// If they've launched, apply some constant motion.
|
|
if ( (pVeh->m_LandTrace.fraction >= 1.0f //no ground
|
|
|| pVeh->m_LandTrace.plane.normal[2] < MIN_LANDING_SLOPE )//or can't land on ground below us
|
|
&& speedIdle > 0 )
|
|
{//not above ground and have an idle speed
|
|
//float fSpeed = pVeh->m_pParentEntity->client->ps.speed;
|
|
if ( parentPS->speed < speedIdle )
|
|
{
|
|
parentPS->speed += speedIdleAccel;
|
|
if ( parentPS->speed > speedIdle )
|
|
{
|
|
parentPS->speed = speedIdle;
|
|
}
|
|
}
|
|
else if ( parentPS->speed > 0 )
|
|
{//slow down
|
|
parentPS->speed -= speedIdleDec;
|
|
|
|
if ( parentPS->speed < speedIdle )
|
|
{
|
|
parentPS->speed = speedIdle;
|
|
}
|
|
}
|
|
}
|
|
else//either close to ground or no idle speed
|
|
{//slow to a stop if no idle speed or within landing height and not accel/decel/braking
|
|
if ( parentPS->speed > 0 )
|
|
{//slow down
|
|
parentPS->speed -= speedIdleDec;
|
|
}
|
|
else if ( parentPS->speed < 0 )
|
|
{//going backwards, slow down
|
|
parentPS->speed += speedIdleDec;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( pVeh->m_ucmd.forwardmove < 0 )
|
|
{
|
|
pVeh->m_ucmd.forwardmove = 0;
|
|
}
|
|
if ( pVeh->m_ucmd.upmove < 0 )
|
|
{
|
|
pVeh->m_ucmd.upmove = 0;
|
|
}
|
|
|
|
#ifndef _JK2MP
|
|
if ( !pVeh->m_pVehicleInfo->strafePerc || (!g_speederControlScheme->value && !pVeh->m_pParentEntity->s.number) )
|
|
{//if in a strafe-capable vehicle, clear strafing unless using alternate control scheme
|
|
pVeh->m_ucmd.rightmove = 0;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
#if 1//This is working now, but there are some transitional jitters... Rich?
|
|
//STRAFING==============================================================================
|
|
if ( pVeh->m_pVehicleInfo->strafePerc
|
|
#ifdef QAGAME//only do this check on GAME side, because if it's CGAME, it's being predicted, and it's only predicted if the local client is the driver
|
|
&& pVeh->m_pVehicleInfo->Inhabited( pVeh )//has to have a driver in order to be capable of landing
|
|
#endif
|
|
&& !pVeh->m_iRemovedSurfaces
|
|
&& parentPS->electrifyTime<curTime
|
|
&& (pVeh->m_LandTrace.fraction >= 1.0f//no grounf
|
|
||pVeh->m_LandTrace.plane.normal[2] < MIN_LANDING_SLOPE//can't land here
|
|
||parentPS->speed>MIN_LANDING_SPEED)//going too fast to land
|
|
&& pVeh->m_ucmd.rightmove )
|
|
{//strafe
|
|
vec3_t vAngles, vRight;
|
|
float strafeSpeed = (pVeh->m_pVehicleInfo->strafePerc*speedMax)*5.0f;
|
|
VectorCopy( pVeh->m_vOrientation, vAngles );
|
|
vAngles[PITCH] = vAngles[ROLL] = 0;
|
|
AngleVectors( vAngles, NULL, vRight, NULL );
|
|
|
|
if ( pVeh->m_ucmd.rightmove > 0 )
|
|
{//strafe right
|
|
//FIXME: this will probably make it possible to cheat and
|
|
// go faster than max speed if you keep turning and strafing...
|
|
if ( pVeh->m_fStrafeTime > -MAX_STRAFE_TIME )
|
|
{//can strafe right for 2 seconds
|
|
float curStrafeSpeed = DotProduct( parentPS->velocity, vRight );
|
|
if ( curStrafeSpeed > 0.0f )
|
|
{//if > 0, already strafing right
|
|
strafeSpeed -= curStrafeSpeed;//so it doesn't add up
|
|
}
|
|
if ( strafeSpeed > 0 )
|
|
{
|
|
VectorMA( parentPS->velocity, strafeSpeed*pVeh->m_fTimeModifier, vRight, parentPS->velocity );
|
|
}
|
|
pVeh->m_fStrafeTime -= 50*pVeh->m_fTimeModifier;
|
|
}
|
|
}
|
|
else
|
|
{//strafe left
|
|
if ( pVeh->m_fStrafeTime < MAX_STRAFE_TIME )
|
|
{//can strafe left for 2 seconds
|
|
float curStrafeSpeed = DotProduct( parentPS->velocity, vRight );
|
|
if ( curStrafeSpeed < 0.0f )
|
|
{//if < 0, already strafing left
|
|
strafeSpeed += curStrafeSpeed;//so it doesn't add up
|
|
}
|
|
if ( strafeSpeed > 0 )
|
|
{
|
|
VectorMA( parentPS->velocity, -strafeSpeed*pVeh->m_fTimeModifier, vRight, parentPS->velocity );
|
|
}
|
|
pVeh->m_fStrafeTime += 50*pVeh->m_fTimeModifier;
|
|
}
|
|
}
|
|
//strafing takes away from forward speed? If so, strafePerc above should use speedMax
|
|
//parentPS->speed *= (1.0f-pVeh->m_pVehicleInfo->strafePerc);
|
|
}
|
|
else//if ( pVeh->m_fStrafeTime )
|
|
{
|
|
if ( pVeh->m_fStrafeTime > 0 )
|
|
{
|
|
pVeh->m_fStrafeTime -= 50*pVeh->m_fTimeModifier;
|
|
if ( pVeh->m_fStrafeTime < 0 )
|
|
{
|
|
pVeh->m_fStrafeTime = 0.0f;
|
|
}
|
|
}
|
|
else if ( pVeh->m_fStrafeTime < 0 )
|
|
{
|
|
pVeh->m_fStrafeTime += 50*pVeh->m_fTimeModifier;
|
|
if ( pVeh->m_fStrafeTime > 0 )
|
|
{
|
|
pVeh->m_fStrafeTime = 0.0f;
|
|
}
|
|
}
|
|
}
|
|
//STRAFING==============================================================================
|
|
#endif
|
|
|
|
if ( parentPS->speed > speedMax )
|
|
{
|
|
parentPS->speed = speedMax;
|
|
}
|
|
else if ( parentPS->speed < speedMin )
|
|
{
|
|
parentPS->speed = speedMin;
|
|
}
|
|
|
|
#ifdef QAGAME//FIXME: get working in GAME and CGAME
|
|
if ((pVeh->m_vOrientation[PITCH]*0.1f) > 10.0f)
|
|
{ //pitched downward, increase speed more and more based on our tilt
|
|
if ( FighterIsInSpace( (gentity_t *)parent ) )
|
|
{//in space, do nothing with speed base on pitch...
|
|
}
|
|
else
|
|
{
|
|
//really should only do this when on a planet
|
|
float mult = pVeh->m_vOrientation[PITCH]*0.1f;
|
|
if (mult < 1.0f)
|
|
{
|
|
mult = 1.0f;
|
|
}
|
|
parentPS->speed = PredictedAngularDecrement(mult, pVeh->m_fTimeModifier*10.0f, parentPS->speed);
|
|
}
|
|
}
|
|
|
|
if (pVeh->m_iRemovedSurfaces
|
|
|| parentPS->electrifyTime>=curTime)
|
|
{ //going down
|
|
if ( FighterIsInSpace( (gentity_t *)parent ) )
|
|
{//we're in a valid trigger_space brush
|
|
//simulate randomness
|
|
if ( !(parent->s.number&3) )
|
|
{//even multiple of 3, don't do anything
|
|
parentPS->gravity = 0;
|
|
}
|
|
else if ( !(parent->s.number&2) )
|
|
{//even multiple of 2, go up
|
|
parentPS->gravity = -500.0f;
|
|
parentPS->velocity[2] = 80.0f;
|
|
}
|
|
else
|
|
{//odd number, go down
|
|
parentPS->gravity = 500.0f;
|
|
parentPS->velocity[2] = -80.0f;
|
|
}
|
|
}
|
|
else
|
|
{//over a planet
|
|
parentPS->gravity = 500.0f;
|
|
parentPS->velocity[2] = -80.0f;
|
|
}
|
|
}
|
|
else if ( FighterSuspended( pVeh, parentPS ) )
|
|
{
|
|
parentPS->gravity = 0;
|
|
}
|
|
else if ( (!parentPS->speed||parentPS->speed < speedIdle) && pVeh->m_ucmd.upmove <= 0 )
|
|
{//slowing down or stopped and not trying to take off
|
|
if ( FighterIsInSpace( (gentity_t *)parent ) )
|
|
{//we're in space, stopping doesn't make us drift downward
|
|
if ( FighterOverValidLandingSurface( pVeh ) )
|
|
{//well, there's something below us to land on, so go ahead and lower us down to it
|
|
parentPS->gravity = (speedIdle - parentPS->speed)/4;
|
|
}
|
|
}
|
|
else
|
|
{//over a planet
|
|
parentPS->gravity = (speedIdle - parentPS->speed)/4;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
parentPS->gravity = 0;
|
|
}
|
|
#else//FIXME: get above checks working in GAME and CGAME
|
|
parentPS->gravity = 0;
|
|
#endif
|
|
|
|
/********************************************************************************/
|
|
/* END Here is where we move the vehicle (forward or back or whatever). END */
|
|
/********************************************************************************/
|
|
}
|
|
|
|
extern void BG_VehicleTurnRateForSpeed( Vehicle_t *pVeh, float speed, float *mPitchOverride, float *mYawOverride );
|
|
static void FighterWingMalfunctionCheck( Vehicle_t *pVeh, playerState_t *parentPS )
|
|
{
|
|
float mPitchOverride = 1.0f;
|
|
float mYawOverride = 1.0f;
|
|
BG_VehicleTurnRateForSpeed( pVeh, parentPS->speed, &mPitchOverride, &mYawOverride );
|
|
//check right wing damage
|
|
if ( (parentPS->brokenLimbs&(1<<SHIPSURF_DAMAGE_RIGHT_HEAVY)) )
|
|
{//right wing has taken heavy damage
|
|
pVeh->m_vOrientation[ROLL] += (sin( pVeh->m_ucmd.serverTime*0.001 )+1.0f)*pVeh->m_fTimeModifier*mYawOverride*50.0f;
|
|
}
|
|
else if ( (parentPS->brokenLimbs&(1<<SHIPSURF_DAMAGE_RIGHT_LIGHT)) )
|
|
{//right wing has taken light damage
|
|
pVeh->m_vOrientation[ROLL] += (sin( pVeh->m_ucmd.serverTime*0.001 )+1.0f)*pVeh->m_fTimeModifier*mYawOverride*12.5f;
|
|
}
|
|
|
|
//check left wing damage
|
|
if ( (parentPS->brokenLimbs&(1<<SHIPSURF_DAMAGE_LEFT_HEAVY)) )
|
|
{//left wing has taken heavy damage
|
|
pVeh->m_vOrientation[ROLL] -= (sin( pVeh->m_ucmd.serverTime*0.001 )+1.0f)*pVeh->m_fTimeModifier*mYawOverride*50.0f;
|
|
}
|
|
else if ( (parentPS->brokenLimbs&(1<<SHIPSURF_DAMAGE_LEFT_LIGHT)) )
|
|
{//left wing has taken light damage
|
|
pVeh->m_vOrientation[ROLL] -= (sin( pVeh->m_ucmd.serverTime*0.001 )+1.0f)*pVeh->m_fTimeModifier*mYawOverride*12.5f;
|
|
}
|
|
|
|
}
|
|
|
|
static void FighterNoseMalfunctionCheck( Vehicle_t *pVeh, playerState_t *parentPS )
|
|
{
|
|
float mPitchOverride = 1.0f;
|
|
float mYawOverride = 1.0f;
|
|
BG_VehicleTurnRateForSpeed( pVeh, parentPS->speed, &mPitchOverride, &mYawOverride );
|
|
//check nose damage
|
|
if ( (parentPS->brokenLimbs&(1<<SHIPSURF_DAMAGE_FRONT_HEAVY)) )
|
|
{//nose has taken heavy damage
|
|
//pitch up and down over time
|
|
pVeh->m_vOrientation[PITCH] += sin( pVeh->m_ucmd.serverTime*0.001 )*pVeh->m_fTimeModifier*mPitchOverride*50.0f;
|
|
}
|
|
else if ( (parentPS->brokenLimbs&(1<<SHIPSURF_DAMAGE_FRONT_LIGHT)) )
|
|
{//nose has taken heavy damage
|
|
//pitch up and down over time
|
|
pVeh->m_vOrientation[PITCH] += sin( pVeh->m_ucmd.serverTime*0.001 )*pVeh->m_fTimeModifier*mPitchOverride*20.0f;
|
|
}
|
|
}
|
|
|
|
static void FighterDamageRoutine( Vehicle_t *pVeh, bgEntity_t *parent, playerState_t *parentPS, playerState_t *riderPS, qboolean isDead )
|
|
{
|
|
if ( !pVeh->m_iRemovedSurfaces )
|
|
{//still in one piece
|
|
if ( pVeh->m_pParentEntity && isDead )
|
|
{//death spiral
|
|
pVeh->m_ucmd.upmove = 0;
|
|
//FIXME: don't bias toward pitching down when not in space
|
|
/*
|
|
if ( FighterIsInSpace( pVeh->m_pParentEntity ) )
|
|
{
|
|
}
|
|
else
|
|
*/
|
|
if ( !(pVeh->m_pParentEntity->s.number%3) )
|
|
{//NOT everyone should do this
|
|
pVeh->m_vOrientation[PITCH] += pVeh->m_fTimeModifier;
|
|
if ( !BG_UnrestrainedPitchRoll( riderPS, pVeh ) )
|
|
{
|
|
if ( pVeh->m_vOrientation[PITCH] > 60.0f )
|
|
{
|
|
pVeh->m_vOrientation[PITCH] = 60.0f;
|
|
}
|
|
}
|
|
}
|
|
else if ( !(pVeh->m_pParentEntity->s.number%2) )
|
|
{
|
|
pVeh->m_vOrientation[PITCH] -= pVeh->m_fTimeModifier;
|
|
if ( !BG_UnrestrainedPitchRoll( riderPS, pVeh ) )
|
|
{
|
|
if ( pVeh->m_vOrientation[PITCH] > -60.0f )
|
|
{
|
|
pVeh->m_vOrientation[PITCH] = -60.0f;
|
|
}
|
|
}
|
|
}
|
|
if ( (pVeh->m_pParentEntity->s.number%2) )
|
|
{
|
|
pVeh->m_vOrientation[YAW] += pVeh->m_fTimeModifier;
|
|
pVeh->m_vOrientation[ROLL] += pVeh->m_fTimeModifier*4.0f;
|
|
}
|
|
else
|
|
{
|
|
pVeh->m_vOrientation[YAW] -= pVeh->m_fTimeModifier;
|
|
pVeh->m_vOrientation[ROLL] -= pVeh->m_fTimeModifier*4.0f;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
//if we get into here we have at least one broken piece
|
|
pVeh->m_ucmd.upmove = 0;
|
|
|
|
//if you're off the ground and not suspended, pitch down
|
|
//FIXME: not in space!
|
|
if ( pVeh->m_LandTrace.fraction >= 0.1f )
|
|
{
|
|
if ( !FighterSuspended( pVeh, parentPS ) )
|
|
{
|
|
//pVeh->m_ucmd.forwardmove = 0;
|
|
//FIXME: don't bias towards pitching down when in space...
|
|
if ( !(pVeh->m_pParentEntity->s.number%2) )
|
|
{//NOT everyone should do this
|
|
pVeh->m_vOrientation[PITCH] += pVeh->m_fTimeModifier;
|
|
if ( !BG_UnrestrainedPitchRoll( riderPS, pVeh ) )
|
|
{
|
|
if ( pVeh->m_vOrientation[PITCH] > 60.0f )
|
|
{
|
|
pVeh->m_vOrientation[PITCH] = 60.0f;
|
|
}
|
|
}
|
|
}
|
|
else if ( !(pVeh->m_pParentEntity->s.number%3) )
|
|
{
|
|
pVeh->m_vOrientation[PITCH] -= pVeh->m_fTimeModifier;
|
|
if ( !BG_UnrestrainedPitchRoll( riderPS, pVeh ) )
|
|
{
|
|
if ( pVeh->m_vOrientation[PITCH] > -60.0f )
|
|
{
|
|
pVeh->m_vOrientation[PITCH] = -60.0f;
|
|
}
|
|
}
|
|
}
|
|
//else: just keep going forward
|
|
}
|
|
}
|
|
#ifdef QAGAME
|
|
if ( pVeh->m_LandTrace.fraction < 1.0f )
|
|
{ //if you land at all when pieces of your ship are missing, then die
|
|
gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
|
|
gentity_t *killer = parent;
|
|
#ifdef _JK2MP//only have this info in MP...
|
|
if (parent->client->ps.otherKiller < ENTITYNUM_WORLD &&
|
|
parent->client->ps.otherKillerTime > level.time)
|
|
{
|
|
gentity_t *potentialKiller = &g_entities[parent->client->ps.otherKiller];
|
|
|
|
if (potentialKiller->inuse && potentialKiller->client)
|
|
{ //he's valid I guess
|
|
killer = potentialKiller;
|
|
}
|
|
}
|
|
#endif
|
|
G_Damage(parent, killer, killer, vec3_origin, parent->client->ps.origin, 99999, DAMAGE_NO_ARMOR, MOD_SUICIDE);
|
|
}
|
|
#endif
|
|
|
|
if ( ((pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_C) ||
|
|
(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_D)) &&
|
|
((pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_E) ||
|
|
(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_F)) )
|
|
{ //wings on both side broken
|
|
float factor = 2.0f;
|
|
if ((pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_E) &&
|
|
(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_F) &&
|
|
(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_C) &&
|
|
(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_D))
|
|
{ //all wings broken
|
|
factor *= 2.0f;
|
|
}
|
|
|
|
if ( !(pVeh->m_pParentEntity->s.number%4)||!(pVeh->m_pParentEntity->s.number%5) )
|
|
{//won't yaw, so increase roll factor
|
|
factor *= 4.0f;
|
|
}
|
|
|
|
pVeh->m_vOrientation[ROLL] += (pVeh->m_fTimeModifier*factor); //do some spiralling
|
|
}
|
|
else if ((pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_C) ||
|
|
(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_D))
|
|
{ //left wing broken
|
|
float factor = 2.0f;
|
|
if ((pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_C) &&
|
|
(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_D))
|
|
{ //if both are broken..
|
|
factor *= 2.0f;
|
|
}
|
|
|
|
if ( !(pVeh->m_pParentEntity->s.number%4)||!(pVeh->m_pParentEntity->s.number%5) )
|
|
{//won't yaw, so increase roll factor
|
|
factor *= 4.0f;
|
|
}
|
|
|
|
pVeh->m_vOrientation[ROLL] += factor*pVeh->m_fTimeModifier;
|
|
}
|
|
else if ((pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_E) ||
|
|
(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_F))
|
|
{ //right wing broken
|
|
float factor = 2.0f;
|
|
if ((pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_E) &&
|
|
(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_F))
|
|
{ //if both are broken..
|
|
factor *= 2.0f;
|
|
}
|
|
|
|
if ( !(pVeh->m_pParentEntity->s.number%4)||!(pVeh->m_pParentEntity->s.number%5) )
|
|
{//won't yaw, so increase roll factor
|
|
factor *= 4.0f;
|
|
}
|
|
|
|
pVeh->m_vOrientation[ROLL] -= factor*pVeh->m_fTimeModifier;
|
|
}
|
|
}
|
|
|
|
#ifdef _JK2MP
|
|
void FighterYawAdjust(Vehicle_t *pVeh, playerState_t *riderPS, playerState_t *parentPS)
|
|
{
|
|
float angDif = AngleSubtract(pVeh->m_vOrientation[YAW], riderPS->viewangles[YAW]);
|
|
|
|
if (parentPS && parentPS->speed)
|
|
{
|
|
float s = parentPS->speed;
|
|
float maxDif = pVeh->m_pVehicleInfo->turningSpeed*0.8f; //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));
|
|
}
|
|
}
|
|
|
|
void FighterPitchAdjust(Vehicle_t *pVeh, playerState_t *riderPS, playerState_t *parentPS)
|
|
{
|
|
float angDif = AngleSubtract(pVeh->m_vOrientation[PITCH], riderPS->viewangles[PITCH]);
|
|
|
|
if (parentPS && parentPS->speed)
|
|
{
|
|
float s = parentPS->speed;
|
|
float maxDif = pVeh->m_pVehicleInfo->turningSpeed*0.8f; //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[PITCH] = AngleNormalize360(pVeh->m_vOrientation[PITCH] - angDif*(pVeh->m_fTimeModifier*0.2f));
|
|
}
|
|
}
|
|
#endif
|
|
|
|
//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;
|
|
float angleTimeMod;
|
|
#ifdef QAGAME
|
|
const float groundFraction = 0.1f;
|
|
#endif
|
|
float curRoll = 0.0f;
|
|
qboolean isDead = qfalse;
|
|
qboolean isLandingOrLanded = qfalse;
|
|
#ifndef _JK2MP//SP
|
|
int curTime = level.time;
|
|
#elif QAGAME//MP GAME
|
|
int curTime = level.time;
|
|
#elif CGAME//MP CGAME
|
|
//FIXME: pass in ucmd? Not sure if this is reliable...
|
|
int curTime = pm->cmd.serverTime;
|
|
#endif
|
|
|
|
#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
|
|
|
|
#ifdef _JK2MP
|
|
if ( !rider )
|
|
#else
|
|
if ( !rider || !rider->client )
|
|
#endif
|
|
{
|
|
rider = parent;
|
|
}
|
|
|
|
#ifdef _JK2MP
|
|
parentPS = parent->playerState;
|
|
riderPS = rider->playerState;
|
|
isDead = (qboolean)((parentPS->eFlags&EF_DEAD)!=0);
|
|
#else
|
|
parentPS = &parent->client->ps;
|
|
riderPS = &rider->client->ps;
|
|
isDead = (parentPS->stats[STAT_HEALTH] <= 0 );
|
|
#endif
|
|
|
|
#ifdef _JK2MP
|
|
if ( parentPS->hyperSpaceTime
|
|
&& (curTime - parentPS->hyperSpaceTime) < HYPERSPACE_TIME )
|
|
{//Going to Hyperspace
|
|
VectorCopy( riderPS->viewangles, pVeh->m_vOrientation );
|
|
VectorCopy( riderPS->viewangles, parentPS->viewangles );
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
if ( pVeh->m_iDropTime >= curTime )
|
|
{//you can only YAW during this
|
|
parentPS->viewangles[YAW] = pVeh->m_vOrientation[YAW] = riderPS->viewangles[YAW];
|
|
return;
|
|
}
|
|
|
|
angleTimeMod = pVeh->m_fTimeModifier;
|
|
|
|
if ( isDead || parentPS->electrifyTime>=curTime ||
|
|
(pVeh->m_pVehicleInfo->surfDestruction &&
|
|
pVeh->m_iRemovedSurfaces &&
|
|
(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_C) &&
|
|
(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_D) &&
|
|
(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_E) &&
|
|
(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_F)) )
|
|
{ //do some special stuff for when all the wings are torn off
|
|
FighterDamageRoutine(pVeh, parent, parentPS, riderPS, isDead);
|
|
pVeh->m_vOrientation[ROLL] = AngleNormalize180( pVeh->m_vOrientation[ROLL] );
|
|
return;
|
|
}
|
|
|
|
if ( !BG_UnrestrainedPitchRoll( riderPS, pVeh ) )
|
|
{
|
|
pVeh->m_vOrientation[ROLL] = PredictedAngularDecrement(0.95f, angleTimeMod*2.0f, pVeh->m_vOrientation[ROLL]);
|
|
}
|
|
|
|
isLandingOrLanded = (FighterIsLanding( pVeh, parentPS )||FighterIsLanded( pVeh, parentPS ));
|
|
|
|
if (!isLandingOrLanded)
|
|
{ //don't do this stuff while landed.. I guess. I don't want ships spinning in place, looks silly.
|
|
int m = 0;
|
|
float aVelDif;
|
|
float dForVel;
|
|
|
|
FighterWingMalfunctionCheck( pVeh, parentPS );
|
|
|
|
while (m < 3)
|
|
{
|
|
aVelDif = pVeh->m_vFullAngleVelocity[m];
|
|
|
|
if (aVelDif != 0.0f)
|
|
{
|
|
dForVel = (aVelDif*0.1f)*pVeh->m_fTimeModifier;
|
|
if (dForVel > 1.0f || dForVel < -1.0f)
|
|
{
|
|
pVeh->m_vOrientation[m] += dForVel;
|
|
pVeh->m_vOrientation[m] = AngleNormalize180(pVeh->m_vOrientation[m]);
|
|
if (m == PITCH)
|
|
{ //don't pitch downward into ground even more.
|
|
if (pVeh->m_vOrientation[m] > 90.0f && (pVeh->m_vOrientation[m]-dForVel) < 90.0f)
|
|
{
|
|
pVeh->m_vOrientation[m] = 90.0f;
|
|
pVeh->m_vFullAngleVelocity[m] = -pVeh->m_vFullAngleVelocity[m];
|
|
}
|
|
}
|
|
if (riderPS)
|
|
{
|
|
riderPS->viewangles[m] = pVeh->m_vOrientation[m];
|
|
}
|
|
pVeh->m_vFullAngleVelocity[m] -= dForVel;
|
|
}
|
|
else
|
|
{
|
|
pVeh->m_vFullAngleVelocity[m] = 0.0f;
|
|
}
|
|
}
|
|
|
|
m++;
|
|
}
|
|
}
|
|
else
|
|
{ //clear decr/incr angles once landed.
|
|
VectorClear(pVeh->m_vFullAngleVelocity);
|
|
}
|
|
|
|
curRoll = pVeh->m_vOrientation[ROLL];
|
|
|
|
// If we're landed, we shouldn't be able to do anything but take off.
|
|
if ( isLandingOrLanded //going slow enough to start landing
|
|
&& !pVeh->m_iRemovedSurfaces
|
|
&& parentPS->electrifyTime<curTime)//not spiraling out of control
|
|
{
|
|
if ( parentPS->speed > 0.0f )
|
|
{//Uh... what? Why?
|
|
if ( pVeh->m_LandTrace.fraction < 0.3f )
|
|
{
|
|
pVeh->m_vOrientation[PITCH] = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
pVeh->m_vOrientation[PITCH] = PredictedAngularDecrement(0.83f, angleTimeMod*10.0f, pVeh->m_vOrientation[PITCH]);
|
|
}
|
|
}
|
|
if ( pVeh->m_LandTrace.fraction > 0.1f
|
|
|| pVeh->m_LandTrace.plane.normal[2] < MIN_LANDING_SLOPE )
|
|
{//off the ground, at least (or not on a valid landing surf)
|
|
// Dampen the turn rate based on the current height.
|
|
#ifdef _JK2MP
|
|
FighterYawAdjust(pVeh, riderPS, parentPS);
|
|
#else
|
|
pVeh->m_vOrientation[YAW] = riderPS->viewangles[YAW];//*pVeh->m_LandTrace.fraction;
|
|
#endif
|
|
}
|
|
}
|
|
else if ( (pVeh->m_iRemovedSurfaces||parentPS->electrifyTime>=curTime)//spiralling out of control
|
|
&& (!(pVeh->m_pParentEntity->s.number%4)||!(pVeh->m_pParentEntity->s.number%5)) )
|
|
{//no yaw control
|
|
}
|
|
else if ( pVeh->m_pPilot && pVeh->m_pPilot->s.number < MAX_CLIENTS && parentPS->speed > 0.0f )//&& !( pVeh->m_ucmd.forwardmove > 0 && pVeh->m_LandTrace.fraction != 1.0f ) )
|
|
{
|
|
if ( BG_UnrestrainedPitchRoll( riderPS, pVeh ) )
|
|
{
|
|
VectorCopy( riderPS->viewangles, pVeh->m_vOrientation );
|
|
VectorCopy( riderPS->viewangles, parentPS->viewangles );
|
|
#ifdef _JK2MP
|
|
//BG_ExternThisSoICanRecompileInDebug( pVeh, riderPS );
|
|
#endif
|
|
|
|
curRoll = pVeh->m_vOrientation[ROLL];
|
|
|
|
FighterNoseMalfunctionCheck( pVeh, parentPS );
|
|
|
|
//VectorCopy( pVeh->m_vOrientation, parentPS->viewangles );
|
|
}
|
|
else
|
|
{
|
|
/*
|
|
float fTurnAmt[3];
|
|
//PITCH
|
|
fTurnAmt[PITCH] = riderPS->viewangles[PITCH] * 0.08f;
|
|
//YAW
|
|
fTurnAmt[YAW] = riderPS->viewangles[YAW] * 0.065f;
|
|
fTurnAmt[YAW] *= fTurnAmt[YAW];
|
|
// Dampen the turn rate based on the current height.
|
|
if ( riderPS->viewangles[YAW] < 0 )
|
|
{//must keep it negative because squaring a negative makes it positive
|
|
fTurnAmt[YAW] = -fTurnAmt[YAW];
|
|
}
|
|
fTurnAmt[YAW] *= pVeh->m_LandTrace.fraction;
|
|
//ROLL
|
|
fTurnAmt[2] = 0.0f;
|
|
*/
|
|
|
|
//Actal YAW
|
|
#ifdef _JK2MP
|
|
FighterYawAdjust(pVeh, riderPS, parentPS);
|
|
#else
|
|
pVeh->m_vOrientation[YAW] = riderPS->viewangles[YAW];
|
|
#endif
|
|
|
|
// If we are not hitting the ground, allow the fighter to pitch up and down.
|
|
if ( !FighterOverValidLandingSurface( pVeh )
|
|
|| parentPS->speed > MIN_LANDING_SPEED )
|
|
//if ( ( pVeh->m_LandTrace.fraction >= 1.0f || pVeh->m_ucmd.forwardmove != 0 ) && pVeh->m_LandTrace.fraction >= 0.0f )
|
|
{
|
|
float fYawDelta;
|
|
|
|
#ifdef _JK2MP
|
|
FighterPitchAdjust(pVeh, riderPS, parentPS);
|
|
#else
|
|
pVeh->m_vOrientation[PITCH] = riderPS->viewangles[PITCH];
|
|
#endif
|
|
|
|
FighterNoseMalfunctionCheck( pVeh, parentPS );
|
|
|
|
// Adjust the roll based on the turn amount and dampen it a little.
|
|
fYawDelta = AngleSubtract(pVeh->m_vOrientation[YAW], pVeh->m_vPrevOrientation[YAW]); //pVeh->m_vOrientation[YAW] - pVeh->m_vPrevOrientation[YAW];
|
|
if ( fYawDelta > 8.0f )
|
|
{
|
|
fYawDelta = 8.0f;
|
|
}
|
|
else if ( fYawDelta < -8.0f )
|
|
{
|
|
fYawDelta = -8.0f;
|
|
}
|
|
curRoll -= fYawDelta;
|
|
|
|
curRoll = PredictedAngularDecrement(0.93f, angleTimeMod*2.0f, curRoll);
|
|
//cap it reasonably
|
|
//NOTE: was hardcoded to 40.0f, now using extern data
|
|
if ( pVeh->m_pVehicleInfo->rollLimit != -1 )
|
|
{
|
|
if (curRoll > pVeh->m_pVehicleInfo->rollLimit )
|
|
{
|
|
curRoll = pVeh->m_pVehicleInfo->rollLimit;
|
|
}
|
|
else if (curRoll < -pVeh->m_pVehicleInfo->rollLimit)
|
|
{
|
|
curRoll = -pVeh->m_pVehicleInfo->rollLimit;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// If you are directly impacting the ground, even out your pitch.
|
|
if ( isLandingOrLanded )
|
|
{//only if capable of landing
|
|
if ( !isDead
|
|
&& parentPS->electrifyTime<curTime
|
|
&& (!pVeh->m_pVehicleInfo->surfDestruction || !pVeh->m_iRemovedSurfaces ) )
|
|
{//not crashing or spiralling out of control...
|
|
if ( pVeh->m_vOrientation[PITCH] > 0 )
|
|
{
|
|
pVeh->m_vOrientation[PITCH] = PredictedAngularDecrement(0.2f, angleTimeMod*10.0f, pVeh->m_vOrientation[PITCH]);
|
|
}
|
|
else
|
|
{
|
|
pVeh->m_vOrientation[PITCH] = PredictedAngularDecrement(0.75f, angleTimeMod*10.0f, pVeh->m_vOrientation[PITCH]);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
//NOTE: all this is redundant now since we have the FighterDamageRoutine func...
|
|
#ifdef _JK2MP //...yeah. Need to send armor across net for prediction to work.
|
|
if ( isDead )
|
|
#else
|
|
if ( pVeh->m_iArmor <= 0 )
|
|
#endif
|
|
{//going to explode
|
|
//FIXME: maybe make it erratically jerk or spin or start and stop?
|
|
#ifndef _JK2MP
|
|
if ( g_speederControlScheme->value > 0 || !rider || rider->s.number )
|
|
#else
|
|
if (1)
|
|
#endif
|
|
{
|
|
pVeh->m_ucmd.rightmove = Q_irand( -64, 64 );
|
|
}
|
|
else
|
|
{
|
|
pVeh->m_ucmd.rightmove = 0;
|
|
}
|
|
pVeh->m_ucmd.forwardmove = Q_irand( -32, 127 );
|
|
pVeh->m_ucmd.upmove = Q_irand( -127, 127 );
|
|
pVeh->m_vOrientation[YAW] += Q_flrand( -10, 10 );
|
|
pVeh->m_vOrientation[PITCH] += pVeh->m_fTimeModifier;
|
|
if ( pVeh->m_vOrientation[PITCH] > 60.0f )
|
|
{
|
|
pVeh->m_vOrientation[PITCH] = 60.0f;
|
|
}
|
|
if ( pVeh->m_LandTrace.fraction != 0.0f )
|
|
{
|
|
parentPS->velocity[2] -= pVeh->m_pVehicleInfo->acceleration * pVeh->m_fTimeModifier;
|
|
}
|
|
}
|
|
*/
|
|
// If no one is in this vehicle and it's up in the sky, pitch it forward as it comes tumbling down.
|
|
#ifdef QAGAME //never gonna happen on client anyway, we can't be getting predicted unless the predicting client is boarded
|
|
if ( !pVeh->m_pVehicleInfo->Inhabited( pVeh )
|
|
&& pVeh->m_LandTrace.fraction >= groundFraction
|
|
&& !FighterIsInSpace( (gentity_t *)parent )
|
|
&& !FighterSuspended( pVeh, parentPS ) )
|
|
{
|
|
pVeh->m_ucmd.upmove = 0;
|
|
//pVeh->m_ucmd.forwardmove = 0;
|
|
pVeh->m_vOrientation[PITCH] += pVeh->m_fTimeModifier;
|
|
if ( !BG_UnrestrainedPitchRoll( riderPS, pVeh ) )
|
|
{
|
|
if ( pVeh->m_vOrientation[PITCH] > 60.0f )
|
|
{
|
|
pVeh->m_vOrientation[PITCH] = 60.0f;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if ( !pVeh->m_fStrafeTime )
|
|
{//use that roll
|
|
pVeh->m_vOrientation[ROLL] = curRoll;
|
|
//NOTE: this seems really backwards...
|
|
if ( pVeh->m_vOrientation[ROLL] )
|
|
{ //continually adjust the yaw based on the roll..
|
|
if ( (pVeh->m_iRemovedSurfaces||parentPS->electrifyTime>=curTime)//spiralling out of control
|
|
&& (!(pVeh->m_pParentEntity->s.number%4)||!(pVeh->m_pParentEntity->s.number%5)) )
|
|
{//leave YAW alone
|
|
}
|
|
else
|
|
{
|
|
if ( !BG_UnrestrainedPitchRoll( riderPS, pVeh ) )
|
|
{
|
|
pVeh->m_vOrientation[YAW] -= ((pVeh->m_vOrientation[ROLL])*0.05f)*pVeh->m_fTimeModifier;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//add in strafing roll
|
|
float strafeRoll = (pVeh->m_fStrafeTime/MAX_STRAFE_TIME)*pVeh->m_pVehicleInfo->rollLimit;//pVeh->m_pVehicleInfo->bankingSpeed*
|
|
float strafeDif = AngleSubtract(strafeRoll, pVeh->m_vOrientation[ROLL]);
|
|
pVeh->m_vOrientation[ROLL] += (strafeDif*0.1f)*pVeh->m_fTimeModifier;
|
|
if ( !BG_UnrestrainedPitchRoll( riderPS, pVeh ) )
|
|
{//cap it reasonably
|
|
if ( pVeh->m_pVehicleInfo->rollLimit != -1
|
|
&& !pVeh->m_iRemovedSurfaces
|
|
&& parentPS->electrifyTime<curTime)
|
|
{
|
|
if (pVeh->m_vOrientation[ROLL] > pVeh->m_pVehicleInfo->rollLimit )
|
|
{
|
|
pVeh->m_vOrientation[ROLL] = pVeh->m_pVehicleInfo->rollLimit;
|
|
}
|
|
else if (pVeh->m_vOrientation[ROLL] < -pVeh->m_pVehicleInfo->rollLimit)
|
|
{
|
|
pVeh->m_vOrientation[ROLL] = -pVeh->m_pVehicleInfo->rollLimit;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (pVeh->m_pVehicleInfo->surfDestruction)
|
|
{
|
|
FighterDamageRoutine(pVeh, parent, parentPS, riderPS, isDead);
|
|
}
|
|
pVeh->m_vOrientation[ROLL] = AngleNormalize180( pVeh->m_vOrientation[ROLL] );
|
|
/********************************************************************************/
|
|
/* END Here is where make sure the vehicle is properly oriented. END */
|
|
/********************************************************************************/
|
|
}
|
|
|
|
#ifdef QAGAME //ONLY in SP or on server, not cgame
|
|
|
|
extern void PM_SetAnim(pmove_t *pm,int setAnimParts,int anim,int setAnimFlags, int blendTime);
|
|
|
|
// This function makes sure that the vehicle is properly animated.
|
|
static void AnimateVehicle( Vehicle_t *pVeh )
|
|
{
|
|
int Anim = -1;
|
|
int iFlags = SETANIM_FLAG_NORMAL, iBlend = 300;
|
|
qboolean isLanding = qfalse, isLanded = qfalse;
|
|
#ifdef _JK2MP
|
|
playerState_t *parentPS = pVeh->m_pParentEntity->playerState;
|
|
#else
|
|
playerState_t *parentPS = &pVeh->m_pParentEntity->client->ps;
|
|
#endif
|
|
#ifndef _JK2MP//SP
|
|
//nothing
|
|
#elif QAGAME//MP GAME
|
|
int curTime = level.time;
|
|
#elif CGAME//MP CGAME
|
|
//FIXME: pass in ucmd? Not sure if this is reliable...
|
|
int curTime = pm->cmd.serverTime;
|
|
#endif
|
|
|
|
#ifdef _JK2MP
|
|
if ( parentPS->hyperSpaceTime
|
|
&& curTime - parentPS->hyperSpaceTime < HYPERSPACE_TIME )
|
|
{//Going to Hyperspace
|
|
//close the wings (FIXME: makes sense on X-Wing, not Shuttle?)
|
|
if ( pVeh->m_ulFlags & VEH_WINGSOPEN )
|
|
{
|
|
pVeh->m_ulFlags &= ~VEH_WINGSOPEN;
|
|
Anim = BOTH_WINGS_CLOSE;
|
|
}
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
isLanding = FighterIsLanding( pVeh, parentPS );
|
|
isLanded = FighterIsLanded( pVeh, parentPS );
|
|
|
|
// if we're above launch height (way up in the air)...
|
|
if ( !isLanding && !isLanded )
|
|
{
|
|
if ( !( pVeh->m_ulFlags & VEH_WINGSOPEN ) )
|
|
{
|
|
pVeh->m_ulFlags |= VEH_WINGSOPEN;
|
|
pVeh->m_ulFlags &= ~VEH_GEARSOPEN;
|
|
Anim = BOTH_WINGS_OPEN;
|
|
}
|
|
}
|
|
// otherwise we're below launch height and still taking off.
|
|
else
|
|
{
|
|
if ( (pVeh->m_ucmd.forwardmove < 0 || pVeh->m_ucmd.upmove < 0||isLanded)
|
|
&& pVeh->m_LandTrace.fraction <= 0.4f
|
|
&& pVeh->m_LandTrace.plane.normal[2] >= MIN_LANDING_SLOPE )
|
|
{//already landed or trying to land and close to ground
|
|
// Open gears.
|
|
if ( !( pVeh->m_ulFlags & VEH_GEARSOPEN ) )
|
|
{
|
|
#ifdef _JK2MP
|
|
if ( pVeh->m_pVehicleInfo->soundLand )
|
|
{//just landed?
|
|
#ifdef QAGAME//MP GAME-side
|
|
G_EntitySound( ((gentity_t *)(pVeh->m_pParentEntity)), CHAN_AUTO, pVeh->m_pVehicleInfo->soundLand );
|
|
#elif CGAME//MP CGAME-side
|
|
//trap_S_StartSound( NULL, pVeh->m_pParentEntity->s.number, CHAN_AUTO, pVeh->m_pVehicleInfo->soundLand );
|
|
#endif
|
|
}
|
|
#endif
|
|
pVeh->m_ulFlags |= VEH_GEARSOPEN;
|
|
Anim = BOTH_GEARS_OPEN;
|
|
}
|
|
}
|
|
else
|
|
{//trying to take off and almost halfway off the ground
|
|
// Close gears (if they're open).
|
|
if ( pVeh->m_ulFlags & VEH_GEARSOPEN )
|
|
{
|
|
pVeh->m_ulFlags &= ~VEH_GEARSOPEN;
|
|
Anim = BOTH_GEARS_CLOSE;
|
|
//iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
|
|
}
|
|
// If gears are closed, and we are below launch height, close the wings.
|
|
else
|
|
{
|
|
if ( pVeh->m_ulFlags & VEH_WINGSOPEN )
|
|
{
|
|
pVeh->m_ulFlags &= ~VEH_WINGSOPEN;
|
|
Anim = BOTH_WINGS_CLOSE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( Anim != -1 )
|
|
{
|
|
#ifdef _JK2MP
|
|
BG_SetAnim(pVeh->m_pParentEntity->playerState, bgAllAnims[pVeh->m_pParentEntity->localAnimIndex].anims,
|
|
SETANIM_BOTH, Anim, iFlags, iBlend);
|
|
#else
|
|
NPC_SetAnim( pVeh->m_pParentEntity, SETANIM_BOTH, Anim, iFlags, iBlend );
|
|
#endif
|
|
}
|
|
}
|
|
|
|
// This function makes sure that the rider's in this vehicle are properly animated.
|
|
static void AnimateRiders( Vehicle_t *pVeh )
|
|
{
|
|
}
|
|
|
|
#endif //game-only
|
|
|
|
#ifndef QAGAME
|
|
void AttachRidersGeneric( Vehicle_t *pVeh );
|
|
#endif
|
|
|
|
void G_SetFighterVehicleFunctions( vehicleInfo_t *pVehInfo )
|
|
{
|
|
#ifdef QAGAME //ONLY in SP or on server, not cgame
|
|
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 //game-only
|
|
pVehInfo->ProcessMoveCommands = ProcessMoveCommands;
|
|
pVehInfo->ProcessOrientCommands = ProcessOrientCommands;
|
|
|
|
#ifndef QAGAME //cgame prediction attachment func
|
|
pVehInfo->AttachRiders = AttachRidersGeneric;
|
|
#endif
|
|
// pVehInfo->AttachRiders = AttachRiders;
|
|
// pVehInfo->Ghost = Ghost;
|
|
// pVehInfo->UnGhost = UnGhost;
|
|
// pVehInfo->Inhabited = Inhabited;
|
|
}
|
|
|
|
// Following is only in game, not in namespace
|
|
#ifdef _JK2MP
|
|
#include "../namespace_end.h"
|
|
#endif
|
|
|
|
#ifdef QAGAME
|
|
extern void G_AllocateVehicleObject(Vehicle_t **pVeh);
|
|
#endif
|
|
|
|
#ifdef _JK2MP
|
|
#include "../namespace_begin.h"
|
|
#endif
|
|
|
|
// Create/Allocate a new Animal Vehicle (initializing it as well).
|
|
void G_CreateFighterNPC( Vehicle_t **pVeh, const char *strType )
|
|
{
|
|
// 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));
|
|
#else
|
|
(*pVeh) = (Vehicle_t *) gi.Malloc( sizeof(Vehicle_t), TAG_G_ALLOC, qtrue );
|
|
#endif
|
|
(*pVeh)->m_pVehicleInfo = &g_vehicleInfo[BG_VehicleGetIndex( strType )];
|
|
}
|
|
|
|
#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
|