// 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