mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-30 07:51:40 +00:00
573 lines
16 KiB
C
573 lines
16 KiB
C
// leave this line at the top for all g_xxxx.cpp files...
|
|
#include "g_headers.h"
|
|
|
|
//seems to be a compiler bug, it doesn't clean out the #ifdefs between dif-compiles
|
|
//or something, so the headers spew errors on these defs from the previous compile.
|
|
//this fixes that. -rww
|
|
#ifdef _JK2MP
|
|
//get rid of all the crazy defs we added for this file
|
|
#undef currentAngles
|
|
#undef currentOrigin
|
|
#undef mins
|
|
#undef maxs
|
|
#undef legsAnimTimer
|
|
#undef torsoAnimTimer
|
|
#undef bool
|
|
#undef false
|
|
#undef true
|
|
|
|
#undef sqrtf
|
|
#undef Q_flrand
|
|
|
|
#undef MOD_EXPLOSIVE
|
|
#endif
|
|
|
|
#ifdef _JK2 //SP does not have this preprocessor for game like MP does
|
|
#ifndef _JK2MP
|
|
#define _JK2MP
|
|
#endif
|
|
#endif
|
|
|
|
#ifndef _JK2MP //if single player
|
|
#ifndef QAGAME //I don't think we have a QAGAME define
|
|
#define QAGAME //but define it cause in sp we're always in the game
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef QAGAME //including game headers on cgame is FORBIDDEN ^_^
|
|
#include "g_local.h"
|
|
#elif defined _JK2MP
|
|
#include "bg_public.h"
|
|
#endif
|
|
|
|
#ifndef _JK2MP
|
|
#include "g_functions.h"
|
|
#include "g_vehicles.h"
|
|
#else
|
|
#include "bg_vehicles.h"
|
|
#endif
|
|
|
|
#ifdef _JK2MP
|
|
//this is really horrible, but it works! just be sure not to use any locals or anything
|
|
//with these names (exluding bool, false, true). -rww
|
|
#define currentAngles r.currentAngles
|
|
#define currentOrigin r.currentOrigin
|
|
#define mins r.mins
|
|
#define maxs r.maxs
|
|
#define legsAnimTimer legsTimer
|
|
#define torsoAnimTimer torsoTimer
|
|
#define bool qboolean
|
|
#define false qfalse
|
|
#define true qtrue
|
|
|
|
#define sqrtf sqrt
|
|
#define Q_flrand flrand
|
|
|
|
#define MOD_EXPLOSIVE MOD_SUICIDE
|
|
#else
|
|
#define bgEntity_t gentity_t
|
|
#endif
|
|
|
|
#ifdef QAGAME //we only want a few of these functions for BG
|
|
|
|
extern float DotToSpot( vec3_t spot, vec3_t from, vec3_t fromAngles );
|
|
extern vmCvar_t cg_thirdPersonAlpha;
|
|
extern vec3_t playerMins;
|
|
extern vec3_t playerMaxs;
|
|
extern cvar_t *g_speederControlScheme;
|
|
extern void PM_SetAnim(pmove_t *pm,int setAnimParts,int anim,int setAnimFlags, int blendTime);
|
|
extern int PM_AnimLength( int index, animNumber_t anim );
|
|
extern void Vehicle_SetAnim(gentity_t *ent,int setAnimParts,int anim,int setAnimFlags, int iBlend);
|
|
extern void G_Knockdown( gentity_t *self, gentity_t *attacker, const vec3_t pushDir, float strength, qboolean breakSaberLock );
|
|
extern void G_VehicleTrace( trace_t *results, const vec3_t start, const vec3_t tMins, const vec3_t tMaxs, const vec3_t end, int passEntityNum, int contentmask );
|
|
|
|
static void RegisterAssets( Vehicle_t *pVeh )
|
|
{
|
|
//atst uses turret weapon
|
|
#ifdef _JK2MP
|
|
RegisterItem(BG_FindItemForWeapon(WP_TURRET));
|
|
#else
|
|
// PUT SOMETHING HERE...
|
|
#endif
|
|
|
|
//call the standard RegisterAssets now
|
|
g_vehicleInfo[VEHICLE_BASE].RegisterAssets( pVeh );
|
|
}
|
|
|
|
// Like a think or move command, this updates various vehicle properties.
|
|
/*
|
|
static bool Update( Vehicle_t *pVeh, const usercmd_t *pUcmd )
|
|
{
|
|
return g_vehicleInfo[VEHICLE_BASE].Update( pVeh, pUcmd );
|
|
}
|
|
*/
|
|
|
|
// Board this Vehicle (get on). The first entity to board an empty vehicle becomes the Pilot.
|
|
static bool Board( Vehicle_t *pVeh, bgEntity_t *pEnt )
|
|
{
|
|
if ( !g_vehicleInfo[VEHICLE_BASE].Board( pVeh, pEnt ) )
|
|
return false;
|
|
|
|
// Set the board wait time (they won't be able to do anything, including getting off, for this amount of time).
|
|
pVeh->m_iBoarding = level.time + 1500;
|
|
|
|
return true;
|
|
}
|
|
#endif //QAGAME
|
|
|
|
#ifdef _JK2MP
|
|
#include "../namespace_begin.h"
|
|
#endif
|
|
|
|
//MP RULE - ALL PROCESSMOVECOMMANDS FUNCTIONS MUST BE BG-COMPATIBLE!!!
|
|
//If you really need to violate this rule for SP, then use ifdefs.
|
|
//By BG-compatible, I mean no use of game-specific data - ONLY use
|
|
//stuff available in the MP bgEntity (in SP, the bgEntity is #defined
|
|
//as a gentity, but the MP-compatible access restrictions are based
|
|
//on the bgEntity structure in the MP codebase) -rww
|
|
// ProcessMoveCommands the Vehicle.
|
|
static void ProcessMoveCommands( Vehicle_t *pVeh )
|
|
{
|
|
/************************************************************************************/
|
|
/* BEGIN Here is where we move the vehicle (forward or back or whatever). BEGIN */
|
|
/************************************************************************************/
|
|
|
|
//Client sets ucmds and such for speed alterations
|
|
float speedInc, speedIdleDec, speedIdle, speedIdleAccel, speedMin, speedMax;
|
|
float fWalkSpeedMax;
|
|
bgEntity_t *parent = pVeh->m_pParentEntity;
|
|
#ifdef _JK2MP
|
|
playerState_t *parentPS = parent->playerState;
|
|
#else
|
|
playerState_t *parentPS = &parent->client->ps;
|
|
#endif
|
|
|
|
speedIdleDec = pVeh->m_pVehicleInfo->decelIdle * pVeh->m_fTimeModifier;
|
|
speedMax = pVeh->m_pVehicleInfo->speedMax;
|
|
|
|
speedIdle = pVeh->m_pVehicleInfo->speedIdle;
|
|
speedIdleAccel = pVeh->m_pVehicleInfo->accelIdle * pVeh->m_fTimeModifier;
|
|
speedMin = pVeh->m_pVehicleInfo->speedMin;
|
|
|
|
#ifdef _JK2MP
|
|
if ( !parentPS->m_iVehicleNum )
|
|
#else
|
|
if ( !pVeh->m_pVehicleInfo->Inhabited( pVeh ) )
|
|
#endif
|
|
{//drifts to a stop
|
|
speedInc = speedIdle * pVeh->m_fTimeModifier;
|
|
VectorClear( parentPS->moveDir );
|
|
//m_ucmd.forwardmove = 127;
|
|
parentPS->speed = 0;
|
|
}
|
|
else
|
|
{
|
|
speedInc = pVeh->m_pVehicleInfo->acceleration * pVeh->m_fTimeModifier;
|
|
}
|
|
|
|
if ( parentPS->speed || parentPS->groundEntityNum == ENTITYNUM_NONE ||
|
|
pVeh->m_ucmd.forwardmove || pVeh->m_ucmd.upmove > 0 )
|
|
{
|
|
if ( pVeh->m_ucmd.forwardmove > 0 && speedInc )
|
|
{
|
|
parentPS->speed += speedInc;
|
|
}
|
|
else if ( pVeh->m_ucmd.forwardmove < 0 )
|
|
{
|
|
if ( parentPS->speed > speedIdle )
|
|
{
|
|
parentPS->speed -= speedInc;
|
|
}
|
|
else if ( parentPS->speed > speedMin )
|
|
{
|
|
parentPS->speed -= speedIdleDec;
|
|
}
|
|
}
|
|
// No input, so coast to stop.
|
|
else if ( parentPS->speed > 0.0f )
|
|
{
|
|
parentPS->speed -= speedIdleDec;
|
|
if ( parentPS->speed < 0.0f )
|
|
{
|
|
parentPS->speed = 0.0f;
|
|
}
|
|
}
|
|
else if ( parentPS->speed < 0.0f )
|
|
{
|
|
parentPS->speed += speedIdleDec;
|
|
if ( parentPS->speed > 0.0f )
|
|
{
|
|
parentPS->speed = 0.0f;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( pVeh->m_ucmd.forwardmove < 0 )
|
|
{
|
|
pVeh->m_ucmd.forwardmove = 0;
|
|
}
|
|
if ( pVeh->m_ucmd.upmove < 0 )
|
|
{
|
|
pVeh->m_ucmd.upmove = 0;
|
|
}
|
|
|
|
pVeh->m_ucmd.rightmove = 0;
|
|
|
|
/*if ( !pVeh->m_pVehicleInfo->strafePerc
|
|
|| (!g_speederControlScheme->value && !parent->s.number) )
|
|
{//if in a strafe-capable vehicle, clear strafing unless using alternate control scheme
|
|
pVeh->m_ucmd.rightmove = 0;
|
|
}*/
|
|
}
|
|
|
|
fWalkSpeedMax = speedMax * 0.275f;
|
|
if ( pVeh->m_ucmd.buttons & BUTTON_WALKING && parentPS->speed > fWalkSpeedMax )
|
|
{
|
|
parentPS->speed = fWalkSpeedMax;
|
|
}
|
|
else if ( parentPS->speed > speedMax )
|
|
{
|
|
parentPS->speed = speedMax;
|
|
}
|
|
else if ( parentPS->speed < speedMin )
|
|
{
|
|
parentPS->speed = speedMin;
|
|
}
|
|
|
|
/********************************************************************************/
|
|
/* END Here is where we move the vehicle (forward or back or whatever). END */
|
|
/********************************************************************************/
|
|
}
|
|
|
|
#ifdef _JK2MP
|
|
extern void FighterYawAdjust(Vehicle_t *pVeh, playerState_t *riderPS, playerState_t *parentPS); //FighterNPC.c
|
|
extern void FighterPitchAdjust(Vehicle_t *pVeh, playerState_t *riderPS, playerState_t *parentPS); //FighterNPC.c
|
|
#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 */
|
|
/********************************************************************************/
|
|
float speed;
|
|
bgEntity_t *parent = pVeh->m_pParentEntity;
|
|
playerState_t *parentPS, *riderPS;
|
|
|
|
#ifdef _JK2MP
|
|
bgEntity_t *rider = NULL;
|
|
if (parent->s.owner != ENTITYNUM_NONE)
|
|
{
|
|
rider = PM_BGEntForNum(parent->s.owner); //&g_entities[parent->r.ownerNum];
|
|
}
|
|
#else
|
|
gentity_t *rider = parent->owner;
|
|
#endif
|
|
|
|
#ifdef _JK2MP
|
|
if ( !rider )
|
|
#else
|
|
if ( !rider || !rider->client )
|
|
#endif
|
|
{
|
|
rider = parent;
|
|
}
|
|
|
|
#ifdef _JK2MP
|
|
parentPS = parent->playerState;
|
|
riderPS = rider->playerState;
|
|
#else
|
|
parentPS = &parent->client->ps;
|
|
riderPS = &rider->client->ps;
|
|
#endif
|
|
|
|
speed = VectorLength( parentPS->velocity );
|
|
|
|
// If the player is the rider...
|
|
if ( rider->s.number < MAX_CLIENTS )
|
|
{//FIXME: use the vehicle's turning stat in this calc
|
|
#ifdef _JK2MP
|
|
FighterYawAdjust(pVeh, riderPS, parentPS);
|
|
//FighterPitchAdjust(pVeh, riderPS, parentPS);
|
|
pVeh->m_vOrientation[PITCH] = riderPS->viewangles[PITCH];
|
|
#else
|
|
pVeh->m_vOrientation[YAW] = riderPS->viewangles[YAW];
|
|
pVeh->m_vOrientation[PITCH] = riderPS->viewangles[PITCH];
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
float turnSpeed = pVeh->m_pVehicleInfo->turningSpeed;
|
|
if ( !pVeh->m_pVehicleInfo->turnWhenStopped
|
|
&& !parentPS->speed )//FIXME: or !pVeh->m_ucmd.forwardmove?
|
|
{//can't turn when not moving
|
|
//FIXME: or ramp up to max turnSpeed?
|
|
turnSpeed = 0.0f;
|
|
}
|
|
#ifdef _JK2MP
|
|
if (rider->s.eType == ET_NPC)
|
|
#else
|
|
if ( !rider || rider->NPC )
|
|
#endif
|
|
{//help NPCs out some
|
|
turnSpeed *= 2.0f;
|
|
#ifdef _JK2MP
|
|
if (parentPS->speed > 200.0f)
|
|
#else
|
|
if ( parent->client->ps.speed > 200.0f )
|
|
#endif
|
|
{
|
|
turnSpeed += turnSpeed * parentPS->speed/200.0f*0.05f;
|
|
}
|
|
}
|
|
turnSpeed *= pVeh->m_fTimeModifier;
|
|
|
|
//default control scheme: strafing turns, mouselook aims
|
|
if ( pVeh->m_ucmd.rightmove < 0 )
|
|
{
|
|
pVeh->m_vOrientation[YAW] += turnSpeed;
|
|
}
|
|
else if ( pVeh->m_ucmd.rightmove > 0 )
|
|
{
|
|
pVeh->m_vOrientation[YAW] -= turnSpeed;
|
|
}
|
|
|
|
if ( pVeh->m_pVehicleInfo->malfunctionArmorLevel && pVeh->m_iArmor <= pVeh->m_pVehicleInfo->malfunctionArmorLevel )
|
|
{//damaged badly
|
|
}
|
|
}
|
|
|
|
/********************************************************************************/
|
|
/* END Here is where make sure the vehicle is properly oriented. END */
|
|
/********************************************************************************/
|
|
}
|
|
|
|
#ifdef QAGAME //back to our game-only functions
|
|
// This function makes sure that the vehicle is properly animated.
|
|
static void AnimateVehicle( Vehicle_t *pVeh )
|
|
{
|
|
animNumber_t Anim = BOTH_STAND1;
|
|
int iFlags = SETANIM_FLAG_NORMAL, iBlend = 300;
|
|
gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
|
|
float fSpeedPercToMax;
|
|
|
|
// 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;
|
|
}
|
|
|
|
// Following is redundant to g_vehicles.c
|
|
// if ( pVeh->m_iBoarding )
|
|
// {
|
|
// //we have no boarding anim
|
|
// if (pVeh->m_iBoarding < level.time)
|
|
// { //we are on now
|
|
// pVeh->m_iBoarding = 0;
|
|
// }
|
|
// else
|
|
// {
|
|
// return;
|
|
// }
|
|
// }
|
|
|
|
// Percentage of maximum speed relative to current speed.
|
|
//float fSpeed = VectorLength( client->ps.velocity );
|
|
fSpeedPercToMax = parent->client->ps.speed / pVeh->m_pVehicleInfo->speedMax;
|
|
|
|
// If we're moving...
|
|
if ( fSpeedPercToMax > 0.0f ) //fSpeedPercToMax >= 0.85f )
|
|
{
|
|
float fYawDelta;
|
|
|
|
iBlend = 300;
|
|
iFlags = SETANIM_FLAG_OVERRIDE;
|
|
fYawDelta = pVeh->m_vPrevOrientation[YAW] - pVeh->m_vOrientation[YAW];
|
|
|
|
// NOTE: Mikes suggestion for fixing the stuttering walk (left/right) is to maintain the
|
|
// current frame between animations. I have no clue how to do this and have to work on other
|
|
// stuff so good luck to him :-p AReis
|
|
|
|
// If we're walking (or our speed is less than .275%)...
|
|
if ( ( pVeh->m_ucmd.buttons & BUTTON_WALKING ) || fSpeedPercToMax < 0.275f )
|
|
{
|
|
// Make them lean if we're turning.
|
|
/*if ( fYawDelta < -0.0001f )
|
|
{
|
|
Anim = BOTH_VT_WALK_FWD_L;
|
|
}
|
|
else if ( fYawDelta > 0.0001 )
|
|
{
|
|
Anim = BOTH_VT_WALK_FWD_R;
|
|
}
|
|
else*/
|
|
{
|
|
Anim = BOTH_WALK1;
|
|
}
|
|
}
|
|
// otherwise we're running.
|
|
else
|
|
{
|
|
// Make them lean if we're turning.
|
|
/*if ( fYawDelta < -0.0001f )
|
|
{
|
|
Anim = BOTH_VT_RUN_FWD_L;
|
|
}
|
|
else if ( fYawDelta > 0.0001 )
|
|
{
|
|
Anim = BOTH_VT_RUN_FWD_R;
|
|
}
|
|
else*/
|
|
{
|
|
Anim = BOTH_RUN1;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Going in reverse...
|
|
if ( fSpeedPercToMax < -0.018f )
|
|
{
|
|
iFlags = SETANIM_FLAG_NORMAL;
|
|
Anim = BOTH_WALKBACK1;
|
|
iBlend = 500;
|
|
}
|
|
else
|
|
{
|
|
//int iChance = Q_irand( 0, 20000 );
|
|
|
|
// Every once in a while buck or do a different idle...
|
|
iFlags = SETANIM_FLAG_NORMAL | SETANIM_FLAG_RESTART | SETANIM_FLAG_HOLD;
|
|
iBlend = 600;
|
|
#ifdef _JK2MP
|
|
if (parent->client->ps.m_iVehicleNum)
|
|
#else
|
|
if ( pVeh->m_pVehicleInfo->Inhabited( pVeh ) )
|
|
#endif
|
|
{//occupado
|
|
Anim = BOTH_STAND1;
|
|
}
|
|
else
|
|
{//wide open for you, baby
|
|
Anim = BOTH_STAND2;
|
|
}
|
|
}
|
|
}
|
|
|
|
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
|
|
#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_SetWalkerVehicleFunctions( 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_CreateWalkerNPC( 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
|