// leave this line at the top for all g_xxxx.cpp files... #include "g_headers.h" //seems to be a compiler bug, it doesn't clean out the #ifdefs between dif-compiles //or something, so the headers spew errors on these defs from the previous compile. //this fixes that. -rww #ifdef _JK2MP //get rid of all the crazy defs we added for this file #undef currentAngles #undef currentOrigin #undef mins #undef maxs #undef legsAnimTimer #undef torsoAnimTimer #undef bool #undef false #undef true #undef sqrtf #undef Q_flrand #undef MOD_EXPLOSIVE #endif #ifdef _JK2 //SP does not have this preprocessor for game like MP does #ifndef _JK2MP #define _JK2MP #endif #endif #ifndef _JK2MP //if single player #ifndef QAGAME //I don't think we have a QAGAME define #define QAGAME //but define it cause in sp we're always in the game #endif #endif #ifdef QAGAME //including game headers on cgame is FORBIDDEN ^_^ #include "g_local.h" #elif defined _JK2MP #include "bg_public.h" #endif #ifndef _JK2MP #include "g_functions.h" #include "g_vehicles.h" #include "..\game\wp_saber.h" #else #include "bg_vehicles.h" #endif #ifdef _JK2MP //this is really horrible, but it works! just be sure not to use any locals or anything //with these names (exluding bool, false, true). -rww #define currentAngles r.currentAngles #define currentOrigin r.currentOrigin #define mins r.mins #define maxs r.maxs #define legsAnimTimer legsTimer #define torsoAnimTimer torsoTimer #define bool qboolean #define false qfalse #define true qtrue #define sqrtf sqrt #define Q_flrand flrand #define MOD_EXPLOSIVE MOD_SUICIDE #else #define bgEntity_t gentity_t #endif #ifdef QAGAME //we only want a few of these functions for BG extern float DotToSpot( vec3_t spot, vec3_t from, vec3_t fromAngles ); extern vmCvar_t cg_thirdPersonAlpha; extern vec3_t playerMins; extern vec3_t playerMaxs; extern cvar_t *g_speederControlScheme; #ifdef _JK2MP #include "../namespace_begin.h" #endif extern void PM_SetAnim(pmove_t *pm,int setAnimParts,int anim,int setAnimFlags, int blendTime); extern int PM_AnimLength( int index, animNumber_t anim ); #ifdef _JK2MP #include "../namespace_end.h" #endif #ifndef _JK2MP extern void CG_ChangeWeapon( int num ); #endif extern void Vehicle_SetAnim(gentity_t *ent,int setAnimParts,int anim,int setAnimFlags, int iBlend); extern void G_Knockdown( gentity_t *self, gentity_t *attacker, const vec3_t pushDir, float strength, qboolean breakSaberLock ); extern void G_VehicleTrace( trace_t *results, const vec3_t start, const vec3_t tMins, const vec3_t tMaxs, const vec3_t end, int passEntityNum, int contentmask ); // Update death sequence. static void DeathUpdate( Vehicle_t *pVeh ) { if ( level.time >= pVeh->m_iDieTime ) { // If the vehicle is not empty. if ( pVeh->m_pVehicleInfo->Inhabited( pVeh ) ) { pVeh->m_pVehicleInfo->EjectAll( pVeh ); } else { // Waste this sucker. } // Die now... /* else { vec3_t mins, maxs, bottom; trace_t trace; if ( pVeh->m_pVehicleInfo->explodeFX ) { G_PlayEffect( pVeh->m_pVehicleInfo->explodeFX, parent->currentOrigin ); //trace down and place mark VectorCopy( parent->currentOrigin, bottom ); bottom[2] -= 80; gi.trace( &trace, parent->currentOrigin, vec3_origin, vec3_origin, bottom, parent->s.number, CONTENTS_SOLID ); if ( trace.fraction < 1.0f ) { VectorCopy( trace.endpos, bottom ); bottom[2] += 2; G_PlayEffect( "ships/ship_explosion_mark", trace.endpos ); } } parent->takedamage = qfalse;//so we don't recursively damage ourselves if ( pVeh->m_pVehicleInfo->explosionRadius > 0 && pVeh->m_pVehicleInfo->explosionDamage > 0 ) { VectorCopy( parent->mins, mins ); mins[2] = -4;//to keep it off the ground a *little* VectorCopy( parent->maxs, maxs ); VectorCopy( parent->currentOrigin, bottom ); bottom[2] += parent->mins[2] - 32; gi.trace( &trace, parent->currentOrigin, mins, maxs, bottom, parent->s.number, CONTENTS_SOLID ); G_RadiusDamage( trace.endpos, NULL, pVeh->m_pVehicleInfo->explosionDamage, pVeh->m_pVehicleInfo->explosionRadius, NULL, MOD_EXPLOSIVE );//FIXME: extern damage and radius or base on fuel } parent->e_ThinkFunc = thinkF_G_FreeEntity; parent->nextthink = level.time + FRAMETIME; }*/ } } // Like a think or move command, this updates various vehicle properties. static bool Update( Vehicle_t *pVeh, const usercmd_t *pUcmd ) { return g_vehicleInfo[VEHICLE_BASE].Update( pVeh, pUcmd ); } #endif //QAGAME #ifdef _JK2MP #include "../namespace_begin.h" #endif //MP RULE - ALL PROCESSMOVECOMMANDS FUNCTIONS MUST BE BG-COMPATIBLE!!! //If you really need to violate this rule for SP, then use ifdefs. //By BG-compatible, I mean no use of game-specific data - ONLY use //stuff available in the MP bgEntity (in SP, the bgEntity is #defined //as a gentity, but the MP-compatible access restrictions are based //on the bgEntity structure in the MP codebase) -rww // ProcessMoveCommands the Vehicle. static void ProcessMoveCommands( Vehicle_t *pVeh ) { /************************************************************************************/ /* BEGIN Here is where we move the vehicle (forward or back or whatever). BEGIN */ /************************************************************************************/ //Client sets ucmds and such for speed alterations float speedInc, speedIdleDec, speedIdle, speedIdleAccel, speedMin, speedMax; float fWalkSpeedMax; int curTime; bgEntity_t *parent = pVeh->m_pParentEntity; #ifdef _JK2MP playerState_t *parentPS = parent->playerState; #else playerState_t *parentPS = &parent->client->ps; #endif #ifndef _JK2MP//SP curTime = level.time; #elif QAGAME//MP GAME curTime = level.time; #elif CGAME//MP CGAME //FIXME: pass in ucmd? Not sure if this is reliable... curTime = pm->cmd.serverTime; #endif #ifndef _JK2MP //bad for prediction - fixme // Bucking so we can't do anything. if ( pVeh->m_ulFlags & VEH_BUCKING || pVeh->m_ulFlags & VEH_FLYING || pVeh->m_ulFlags & VEH_CRASHING ) { //#ifdef QAGAME //this was in Update above // ((gentity_t *)parent)->client->ps.speed = 0; //#endif parentPS->speed = 0; return; } #endif speedIdleDec = pVeh->m_pVehicleInfo->decelIdle * pVeh->m_fTimeModifier; speedMax = pVeh->m_pVehicleInfo->speedMax; speedIdle = pVeh->m_pVehicleInfo->speedIdle; speedIdleAccel = pVeh->m_pVehicleInfo->accelIdle * pVeh->m_fTimeModifier; speedMin = pVeh->m_pVehicleInfo->speedMin; if ( pVeh->m_pPilot /*&& (pilotPS->weapon == WP_NONE || pilotPS->weapon == WP_MELEE )*/ && (pVeh->m_ucmd.buttons & BUTTON_ALT_ATTACK) && pVeh->m_pVehicleInfo->turboSpeed ) { if ((curTime - pVeh->m_iTurboTime)>pVeh->m_pVehicleInfo->turboRecharge) { pVeh->m_iTurboTime = (curTime + pVeh->m_pVehicleInfo->turboDuration); #ifndef _JK2MP //kill me now if (pVeh->m_pVehicleInfo->soundTurbo) { G_SoundIndexOnEnt(pVeh->m_pParentEntity, CHAN_AUTO, pVeh->m_pVehicleInfo->soundTurbo); } #endif parentPS->speed = pVeh->m_pVehicleInfo->turboSpeed; // Instantly Jump To Turbo Speed } } if ( curTime < pVeh->m_iTurboTime ) { speedMax = pVeh->m_pVehicleInfo->turboSpeed; } else { speedMax = pVeh->m_pVehicleInfo->speedMax; } #ifdef _JK2MP if ( !parentPS->m_iVehicleNum ) #else if ( !pVeh->m_pVehicleInfo->Inhabited( pVeh ) ) #endif {//drifts to a stop speedInc = speedIdle * pVeh->m_fTimeModifier; VectorClear( parentPS->moveDir ); //m_ucmd.forwardmove = 127; parentPS->speed = 0; } else { speedInc = pVeh->m_pVehicleInfo->acceleration * pVeh->m_fTimeModifier; } if ( parentPS->speed || parentPS->groundEntityNum == ENTITYNUM_NONE || pVeh->m_ucmd.forwardmove || pVeh->m_ucmd.upmove > 0 ) { if ( pVeh->m_ucmd.forwardmove > 0 && speedInc ) { parentPS->speed += speedInc; } else if ( pVeh->m_ucmd.forwardmove < 0 ) { if ( parentPS->speed > speedIdle ) { parentPS->speed -= speedInc; } else if ( parentPS->speed > speedMin ) { parentPS->speed -= speedIdleDec; } } // No input, so coast to stop. else if ( parentPS->speed > 0.0f ) { parentPS->speed -= speedIdleDec; if ( parentPS->speed < 0.0f ) { parentPS->speed = 0.0f; } } else if ( parentPS->speed < 0.0f ) { parentPS->speed += speedIdleDec; if ( parentPS->speed > 0.0f ) { parentPS->speed = 0.0f; } } } else { if ( pVeh->m_ucmd.forwardmove < 0 ) { pVeh->m_ucmd.forwardmove = 0; } if ( pVeh->m_ucmd.upmove < 0 ) { pVeh->m_ucmd.upmove = 0; } //pVeh->m_ucmd.rightmove = 0; /*if ( !pVeh->m_pVehicleInfo->strafePerc || (!g_speederControlScheme->value && !parent->s.number) ) {//if in a strafe-capable vehicle, clear strafing unless using alternate control scheme pVeh->m_ucmd.rightmove = 0; }*/ } fWalkSpeedMax = speedMax * 0.275f; if ( curTime>pVeh->m_iTurboTime && (pVeh->m_ucmd.buttons & BUTTON_WALKING) && parentPS->speed > fWalkSpeedMax ) { parentPS->speed = fWalkSpeedMax; } else if ( parentPS->speed > speedMax ) { parentPS->speed = speedMax; } else if ( parentPS->speed < speedMin ) { parentPS->speed = speedMin; } /********************************************************************************/ /* END Here is where we move the vehicle (forward or back or whatever). END */ /********************************************************************************/ } //MP RULE - ALL PROCESSORIENTCOMMANDS FUNCTIONS MUST BE BG-COMPATIBLE!!! //If you really need to violate this rule for SP, then use ifdefs. //By BG-compatible, I mean no use of game-specific data - ONLY use //stuff available in the MP bgEntity (in SP, the bgEntity is #defined //as a gentity, but the MP-compatible access restrictions are based //on the bgEntity structure in the MP codebase) -rww // ProcessOrientCommands the Vehicle. static void ProcessOrientCommands( Vehicle_t *pVeh ) { /********************************************************************************/ /* BEGIN Here is where make sure the vehicle is properly oriented. BEGIN */ /********************************************************************************/ bgEntity_t *parent = pVeh->m_pParentEntity; playerState_t *parentPS, *riderPS; #ifdef _JK2MP bgEntity_t *rider = NULL; if (parent->s.owner != ENTITYNUM_NONE) { rider = PM_BGEntForNum(parent->s.owner); //&g_entities[parent->r.ownerNum]; } #else gentity_t *rider = parent->owner; #endif // Bucking so we can't do anything. #ifndef _JK2MP //bad for prediction - fixme if ( pVeh->m_ulFlags & VEH_BUCKING || pVeh->m_ulFlags & VEH_FLYING || pVeh->m_ulFlags & VEH_CRASHING ) { return; } #endif #ifdef _JK2MP if ( !rider ) #else if ( !rider || !rider->client ) #endif { rider = parent; } #ifdef _JK2MP parentPS = parent->playerState; riderPS = rider->playerState; #else parentPS = &parent->client->ps; riderPS = &rider->client->ps; #endif if (rider) { #ifdef _JK2MP float angDif = AngleSubtract(pVeh->m_vOrientation[YAW], riderPS->viewangles[YAW]); if (parentPS && parentPS->speed) { float s = parentPS->speed; float maxDif = pVeh->m_pVehicleInfo->turningSpeed*4.0f; //magic number hackery if (s < 0.0f) { s = -s; } angDif *= s/pVeh->m_pVehicleInfo->speedMax; if (angDif > maxDif) { angDif = maxDif; } else if (angDif < -maxDif) { angDif = -maxDif; } pVeh->m_vOrientation[YAW] = AngleNormalize180(pVeh->m_vOrientation[YAW] - angDif*(pVeh->m_fTimeModifier*0.2f)); } #else pVeh->m_vOrientation[YAW] = riderPS->viewangles[YAW]; #endif } /* speed = VectorLength( parentPS->velocity ); // If the player is the rider... if ( rider->s.number < MAX_CLIENTS ) {//FIXME: use the vehicle's turning stat in this calc pVeh->m_vOrientation[YAW] = riderPS->viewangles[YAW]; } else { float turnSpeed = pVeh->m_pVehicleInfo->turningSpeed; if ( !pVeh->m_pVehicleInfo->turnWhenStopped && !parentPS->speed )//FIXME: or !pVeh->m_ucmd.forwardmove? {//can't turn when not moving //FIXME: or ramp up to max turnSpeed? turnSpeed = 0.0f; } #ifdef _JK2MP if (rider->s.eType == ET_NPC) #else if ( !rider || rider->NPC ) #endif {//help NPCs out some turnSpeed *= 2.0f; #ifdef _JK2MP if (parentPS->speed > 200.0f) #else if ( parent->client->ps.speed > 200.0f ) #endif { turnSpeed += turnSpeed * parentPS->speed/200.0f*0.05f; } } turnSpeed *= pVeh->m_fTimeModifier; //default control scheme: strafing turns, mouselook aims if ( pVeh->m_ucmd.rightmove < 0 ) { pVeh->m_vOrientation[YAW] += turnSpeed; } else if ( pVeh->m_ucmd.rightmove > 0 ) { pVeh->m_vOrientation[YAW] -= turnSpeed; } if ( pVeh->m_pVehicleInfo->malfunctionArmorLevel && pVeh->m_iArmor <= pVeh->m_pVehicleInfo->malfunctionArmorLevel ) {//damaged badly } }*/ /********************************************************************************/ /* END Here is where make sure the vehicle is properly oriented. END */ /********************************************************************************/ } #ifdef _JK2MP //temp hack til mp speeder controls are sorted -rww void AnimalProcessOri(Vehicle_t *pVeh) { ProcessOrientCommands(pVeh); } #endif #ifdef QAGAME //back to our game-only functions // This function makes sure that the vehicle is properly animated. /* static void AnimalTailSwipe(Vehicle_t* pVeh, gentity_t *parent, gentity_t *pilot) { trace_t trace; vec3_t angles; vec3_t vRoot, vTail; vec3_t lMins, lMaxs; mdxaBone_t boltMatrix; int iRootBone; int iRootTail; VectorSet(angles, 0, parent->currentAngles[YAW], 0); VectorSet(lMins, parent->mins[0]-1, parent->mins[1]-1, 0); VectorSet(lMaxs, parent->maxs[0]+1, parent->maxs[1]+1, 1); #ifdef _JK2MP iRootBone = trap_G2API_AddBolt( parent->ghoul2, 0, "tail_01" ); iRootTail = trap_G2API_AddBolt( parent->ghoul2, 0, "tail_04" ); // Get the positions of the root of the tail and the tail end of it. trap_G2API_GetBoltMatrix( parent->ghoul2, 0, iRootBone, &boltMatrix, angles, parent->currentOrigin, level.time, NULL, parent->modelScale ); BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, vRoot ); trap_G2API_GetBoltMatrix( parent->ghoul2, 0, iRootTail, &boltMatrix, angles, parent->currentOrigin, level.time, NULL, parent->modelScale ); BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, vTail ); #else iRootBone = gi.G2API_GetBoneIndex( &parent->ghoul2[parent->playerModel], "tail_01", qtrue ); iRootTail = gi.G2API_GetBoneIndex( &parent->ghoul2[parent->playerModel], "tail_04", qtrue ); // Get the positions of the root of the tail and the tail end of it. gi.G2API_GetBoltMatrix( parent->ghoul2, parent->playerModel, iRootBone, &boltMatrix, angles, parent->currentOrigin, (cg.time?cg.time:level.time), NULL, parent->s.modelScale ); gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, vRoot ); gi.G2API_GetBoltMatrix( parent->ghoul2, parent->playerModel, iRootTail, &boltMatrix, angles, parent->currentOrigin, (cg.time?cg.time:level.time), NULL, parent->s.modelScale ); gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, vTail ); #endif // Trace from the root of the tail to the very end. G_VehicleTrace( &trace, vRoot, lMins, lMaxs, vTail, parent->s.number, MASK_NPCSOLID ); if ( trace.fraction < 1.0f ) { if ( ENTITYNUM_NONE != trace.entityNum && g_entities[trace.entityNum].client && #ifndef _JK2MP //no rancor in jk2mp (at least not currently) g_entities[trace.entityNum].client->NPC_class != CLASS_RANCOR && #else //and in mp want to check inuse g_entities[trace.entityNum].inuse && #endif g_entities[trace.entityNum].client->NPC_class != CLASS_VEHICLE ) { vec3_t pushDir; vec3_t angs; int iDamage = 10; // Get the direction we're facing. VectorCopy( parent->client->ps.viewangles, angs ); // Add some fudge. angs[YAW] += Q_flrand( 5, 15 ); angs[PITCH] = Q_flrand( -20, -10 ); AngleVectors( angs, pushDir, NULL, NULL ); // Reverse direction. pushDir[YAW] = -pushDir[YAW]; // Smack this ho down. #ifdef _JK2MP G_Sound( &g_entities[trace.entityNum], CHAN_AUTO, G_SoundIndex( "sound/chars/rancor/swipehit.wav" ) ); #else G_Sound( &g_entities[trace.entityNum], G_SoundIndex( "sound/chars/rancor/swipehit.wav" ) ); #endif G_Throw( &g_entities[trace.entityNum], pushDir, 50 ); if ( g_entities[trace.entityNum].health > 0 ) { // Knock down and dish out some hurt. gentity_t *hit = &g_entities[trace.entityNum]; #ifdef _JK2MP if (BG_KnockDownable(&hit->client->ps)) { hit->client->ps.forceHandExtend = HANDEXTEND_KNOCKDOWN; hit->client->ps.forceHandExtendTime = pm->cmd.serverTime + 1100; hit->client->ps.forceDodgeAnim = 0; //this toggles between 1 and 0, when it's 1 we should play the get up anim hit->client->ps.otherKiller = pilot->s.number; hit->client->ps.otherKillerTime = level.time + 5000; hit->client->ps.otherKillerDebounceTime = level.time + 100; hit->client->ps.velocity[0] = pushDir[0]*80; hit->client->ps.velocity[1] = pushDir[1]*80; hit->client->ps.velocity[2] = 100; } #else G_Knockdown( hit, parent, pushDir, 300, qtrue ); #endif G_Damage( hit, parent, parent, NULL, NULL, iDamage, DAMAGE_NO_KNOCKBACK | DAMAGE_IGNORE_TEAM, MOD_MELEE ); //G_PlayEffect( pVeh->m_pVehicleInfo->explodeFX, parent->currentOrigin ); }// Not Dead }// Not Rancor & In USe }// Trace Hit Anything? } */ static void AnimateVehicle( Vehicle_t *pVeh ) { animNumber_t Anim = BOTH_VT_IDLE; int iFlags = SETANIM_FLAG_NORMAL, iBlend = 300; gentity_t * pilot = (gentity_t *)pVeh->m_pPilot; gentity_t * parent = (gentity_t *)pVeh->m_pParentEntity; playerState_t * pilotPS; playerState_t * parentPS; float fSpeedPercToMax; #ifdef _JK2MP pilotPS = (pilot)?(pilot->playerState):(0); parentPS = parent->playerState; #else pilotPS = (pilot)?(&pilot->client->ps):(0); parentPS = &parent->client->ps; #endif // We're dead (boarding is reused here so I don't have to make another variable :-). if ( parent->health <= 0 ) { if ( pVeh->m_iBoarding != -999 ) // Animate the death just once! { pVeh->m_iBoarding = -999; iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD; // FIXME! Why do you keep repeating over and over!!?!?!? Bastard! //Vehicle_SetAnim( parent, SETANIM_LEGS, BOTH_VT_DEATH1, iFlags, iBlend ); } return; } // If they're bucking, play the animation and leave... if ( parent->client->ps.legsAnim == BOTH_VT_BUCK ) { // Done with animation? Erase the flag. if ( parent->client->ps.legsAnimTimer <= 0 ) { pVeh->m_ulFlags &= ~VEH_BUCKING; } else { return; } } else if ( pVeh->m_ulFlags & VEH_BUCKING ) { iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD; Anim = BOTH_VT_BUCK; iBlend = 500; Vehicle_SetAnim( parent, SETANIM_LEGS, BOTH_VT_BUCK, iFlags, iBlend ); return; } // Boarding animation. if ( pVeh->m_iBoarding != 0 ) { // We've just started boarding, set the amount of time it will take to finish boarding. if ( pVeh->m_iBoarding < 0 ) { int iAnimLen; // Boarding from left... if ( pVeh->m_iBoarding == -1 ) { Anim = BOTH_VT_MOUNT_L; } else if ( pVeh->m_iBoarding == -2 ) { Anim = BOTH_VT_MOUNT_R; } else if ( pVeh->m_iBoarding == -3 ) { Anim = BOTH_VT_MOUNT_B; } // Set the delay time (which happens to be the time it takes for the animation to complete). // NOTE: Here I made it so the delay is actually 70% (0.7f) of the animation time. #ifdef _JK2MP iAnimLen = BG_AnimLength( parent->localAnimIndex, Anim ) * 0.7f; #else iAnimLen = PM_AnimLength( parent->client->clientInfo.animFileIndex, Anim ) * 0.7f; #endif pVeh->m_iBoarding = level.time + iAnimLen; // Set the animation, which won't be interrupted until it's completed. // TODO: But what if he's killed? Should the animation remain persistant??? iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD; Vehicle_SetAnim( parent, SETANIM_LEGS, Anim, iFlags, iBlend ); if (pilot) { Vehicle_SetAnim(pilot, SETANIM_BOTH, Anim, iFlags, iBlend ); } return; } // Otherwise we're done. else if ( pVeh->m_iBoarding <= level.time ) { pVeh->m_iBoarding = 0; } } // Percentage of maximum speed relative to current speed. //float fSpeed = VectorLength( client->ps.velocity ); fSpeedPercToMax = parent->client->ps.speed / pVeh->m_pVehicleInfo->speedMax; // Going in reverse... if ( fSpeedPercToMax < -0.01f ) { Anim = BOTH_VT_WALK_REV; iBlend = 600; } else { bool Turbo = (fSpeedPercToMax>0.0f && level.timem_iTurboTime); bool Walking = (fSpeedPercToMax>0.0f && ((pVeh->m_ucmd.buttons&BUTTON_WALKING) || fSpeedPercToMax<=0.275f)); bool Running = (fSpeedPercToMax>0.275f); // Remove Crashing Flag //---------------------- pVeh->m_ulFlags &= ~VEH_CRASHING; if (Turbo) {// Kicked In Turbo iBlend = 50; iFlags = SETANIM_FLAG_OVERRIDE; Anim = BOTH_VT_TURBO; } else {// No Special Moves iBlend = 300; iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLDLESS; Anim = (Walking)?(BOTH_VT_WALK_FWD ):((Running)?(BOTH_VT_RUN_FWD ):(BOTH_VT_IDLE1)); } } Vehicle_SetAnim( parent, SETANIM_LEGS, Anim, iFlags, iBlend ); } //rwwFIXMEFIXME: This is all going to have to be predicted I think, or it will feel awful //and lagged // This function makes sure that the rider's in this vehicle are properly animated. static void AnimateRiders( Vehicle_t *pVeh ) { animNumber_t Anim = BOTH_VT_IDLE; int iFlags = SETANIM_FLAG_NORMAL, iBlend = 500; gentity_t *pilot = (gentity_t *)pVeh->m_pPilot; gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity; playerState_t *pilotPS; playerState_t *parentPS; float fSpeedPercToMax; #ifdef _JK2MP pilotPS = pVeh->m_pPilot->playerState; parentPS = pVeh->m_pPilot->playerState; #else pilotPS = &pVeh->m_pPilot->client->ps; parentPS = &pVeh->m_pParentEntity->client->ps; #endif // Boarding animation. if ( pVeh->m_iBoarding != 0 ) { return; } // Percentage of maximum speed relative to current speed. fSpeedPercToMax = parent->client->ps.speed / pVeh->m_pVehicleInfo->speedMax; /* // Going in reverse... #ifdef _JK2MP //handled in pmove in mp if (0) #else if ( fSpeedPercToMax < -0.01f ) #endif { Anim = BOTH_VT_WALK_REV; iBlend = 600; bool HasWeapon = ((pilotPS->weapon != WP_NONE) && (pilotPS->weapon != WP_MELEE)); if (HasWeapon) { if (pVeh->m_pPilot->s.numberm_pPilot->client->ps.weapon = WP_NONE; G_RemoveWeaponModels(pVeh->m_pPilot); } } else */ { bool HasWeapon = ((pilotPS->weapon != WP_NONE) && (pilotPS->weapon != WP_MELEE)); bool Attacking = (HasWeapon && !!(pVeh->m_ucmd.buttons&BUTTON_ATTACK)); bool Right = (pVeh->m_ucmd.rightmove>0); bool Left = (pVeh->m_ucmd.rightmove<0); bool Turbo = (fSpeedPercToMax>0.0f && level.timem_iTurboTime); bool Walking = (fSpeedPercToMax>0.0f && ((pVeh->m_ucmd.buttons&BUTTON_WALKING) || fSpeedPercToMax<=0.275f)); bool Running = (fSpeedPercToMax>0.275f); EWeaponPose WeaponPose = WPOSE_NONE; // Remove Crashing Flag //---------------------- pVeh->m_ulFlags &= ~VEH_CRASHING; // Put Away Saber When It Is Not Active //-------------------------------------- #ifndef _JK2MP if (HasWeapon && (pVeh->m_pPilot->s.number>=MAX_CLIENTS || (cg.weaponSelectTime+500)weapon==WP_SABER && (Turbo || !pilotPS->SaberActive()))) { if (pVeh->m_pPilot->s.numberm_pPilot->client->ps.weapon = WP_NONE; G_RemoveWeaponModels(pVeh->m_pPilot); } #endif // Don't Interrupt Attack Anims //------------------------------ #ifdef _JK2MP if (pilotPS->weaponTime>0) { return; } #else if (pilotPS->torsoAnim>=BOTH_VT_ATL_S && pilotPS->torsoAnim<=BOTH_VT_ATF_G) { float bodyCurrent = 0.0f; int bodyEnd = 0; if (!!gi.G2API_GetBoneAnimIndex(&pVeh->m_pPilot->ghoul2[pVeh->m_pPilot->playerModel], pVeh->m_pPilot->rootBone, level.time, &bodyCurrent, NULL, &bodyEnd, NULL, NULL, NULL)) { if (bodyCurrent<=((float)(bodyEnd)-1.5f)) { return; } } } #endif // Compute The Weapon Pose //-------------------------- if (pilotPS->weapon==WP_BLASTER) { WeaponPose = WPOSE_BLASTER; } else if (pilotPS->weapon==WP_SABER) { if ( (pVeh->m_ulFlags&VEH_SABERINLEFTHAND) && pilotPS->torsoAnim==BOTH_VT_ATL_TO_R_S) { pVeh->m_ulFlags &= ~VEH_SABERINLEFTHAND; } if (!(pVeh->m_ulFlags&VEH_SABERINLEFTHAND) && pilotPS->torsoAnim==BOTH_VT_ATR_TO_L_S) { pVeh->m_ulFlags |= VEH_SABERINLEFTHAND; } WeaponPose = (pVeh->m_ulFlags&VEH_SABERINLEFTHAND)?(WPOSE_SABERLEFT):(WPOSE_SABERRIGHT); } if (Attacking && WeaponPose) {// Attack! iBlend = 100; iFlags = SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART; if (Turbo) { Right = true; Left = false; } // Auto Aiming //=============================================== if (!Left && !Right) // Allow player strafe keys to override { #ifndef _JK2MP if (pVeh->m_pPilot->enemy) { vec3_t toEnemy; float toEnemyDistance; vec3_t actorRight; float actorRightDot; VectorSubtract(pVeh->m_pPilot->currentOrigin, pVeh->m_pPilot->enemy->currentOrigin, toEnemy); toEnemyDistance = VectorNormalize(toEnemy); AngleVectors(pVeh->m_pParentEntity->currentAngles, 0, actorRight, 0); actorRightDot = DotProduct(toEnemy, actorRight); if (fabsf(actorRightDot)>0.5f || pilotPS->weapon==WP_SABER) { Left = (actorRightDot>0.0f); Right = !Left; } else { Right = Left = false; } } else #endif if (pilotPS->weapon==WP_SABER && !Left && !Right) { Left = (WeaponPose==WPOSE_SABERLEFT); Right = !Left; } } if (Left) {// Attack Left switch(WeaponPose) { case WPOSE_BLASTER: Anim = BOTH_VT_ATL_G; break; case WPOSE_SABERLEFT: Anim = BOTH_VT_ATL_S; break; case WPOSE_SABERRIGHT: Anim = BOTH_VT_ATR_TO_L_S; break; default: assert(0); } } else if (Right) {// Attack Right switch(WeaponPose) { case WPOSE_BLASTER: Anim = BOTH_VT_ATR_G; break; case WPOSE_SABERLEFT: Anim = BOTH_VT_ATL_TO_R_S; break; case WPOSE_SABERRIGHT: Anim = BOTH_VT_ATR_S; break; default: assert(0); } } else {// Attack Ahead switch(WeaponPose) { case WPOSE_BLASTER: Anim = BOTH_VT_ATF_G; break; default: assert(0); } } } else if (Turbo) {// Kicked In Turbo iBlend = 50; iFlags = SETANIM_FLAG_OVERRIDE; Anim = BOTH_VT_TURBO; } else {// No Special Moves iBlend = 300; iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLDLESS; if (WeaponPose==WPOSE_NONE) { if (Walking) { Anim = BOTH_VT_WALK_FWD; } else if (Running) { Anim = BOTH_VT_RUN_FWD; } else { Anim = BOTH_VT_IDLE1;//(Q_irand(0,1)==0)?(BOTH_VT_IDLE):(BOTH_VT_IDLE1); } } else { switch(WeaponPose) { case WPOSE_BLASTER: Anim = BOTH_VT_IDLE_G; break; case WPOSE_SABERLEFT: Anim = BOTH_VT_IDLE_SL; break; case WPOSE_SABERRIGHT: Anim = BOTH_VT_IDLE_SR; break; default: assert(0); } } }// No Special Moves } Vehicle_SetAnim( pilot, SETANIM_BOTH, Anim, iFlags, iBlend ); } #endif //QAGAME #ifndef QAGAME void AttachRidersGeneric( Vehicle_t *pVeh ); #endif //on the client this function will only set up the process command funcs void G_SetAnimalVehicleFunctions( vehicleInfo_t *pVehInfo ) { #ifdef QAGAME pVehInfo->AnimateVehicle = AnimateVehicle; pVehInfo->AnimateRiders = AnimateRiders; // pVehInfo->ValidateBoard = ValidateBoard; // pVehInfo->SetParent = SetParent; // pVehInfo->SetPilot = SetPilot; // pVehInfo->AddPassenger = AddPassenger; // pVehInfo->Animate = Animate; // pVehInfo->Board = Board; // pVehInfo->Eject = Eject; // pVehInfo->EjectAll = EjectAll; // pVehInfo->StartDeathDelay = StartDeathDelay; pVehInfo->DeathUpdate = DeathUpdate; // pVehInfo->RegisterAssets = RegisterAssets; // pVehInfo->Initialize = Initialize; pVehInfo->Update = Update; // pVehInfo->UpdateRider = UpdateRider; #endif //QAGAME pVehInfo->ProcessMoveCommands = ProcessMoveCommands; pVehInfo->ProcessOrientCommands = ProcessOrientCommands; #ifndef QAGAME //cgame prediction attachment func pVehInfo->AttachRiders = AttachRidersGeneric; #endif // pVehInfo->AttachRiders = AttachRiders; // pVehInfo->Ghost = Ghost; // pVehInfo->UnGhost = UnGhost; // pVehInfo->Inhabited = Inhabited; } // Following is only in game, not in namespace #ifdef _JK2MP #include "../namespace_end.h" #endif #ifdef QAGAME extern void G_AllocateVehicleObject(Vehicle_t **pVeh); #endif #ifdef _JK2MP #include "../namespace_begin.h" #endif // Create/Allocate a new Animal Vehicle (initializing it as well). //this is a BG function too in MP so don't un-bg-compatibilify it -rww void G_CreateAnimalNPC( Vehicle_t **pVeh, const char *strAnimalType ) { // Allocate the Vehicle. #ifdef _JK2MP #ifdef QAGAME //these will remain on entities on the client once allocated because the pointer is //never stomped. on the server, however, when an ent is freed, the entity struct is //memset to 0, so this memory would be lost.. G_AllocateVehicleObject(pVeh); #else if (!*pVeh) { //only allocate a new one if we really have to (*pVeh) = (Vehicle_t *) BG_Alloc( sizeof(Vehicle_t) ); } #endif memset(*pVeh, 0, sizeof(Vehicle_t)); (*pVeh)->m_pVehicleInfo = &g_vehicleInfo[BG_VehicleGetIndex( strAnimalType )]; #else (*pVeh) = (Vehicle_t *) gi.Malloc( sizeof(Vehicle_t), TAG_G_ALLOC, qtrue ); (*pVeh)->m_pVehicleInfo = &g_vehicleInfo[BG_VehicleGetIndex( strAnimalType )]; #endif } #ifdef _JK2MP #include "../namespace_end.h" //get rid of all the crazy defs we added for this file #undef currentAngles #undef currentOrigin #undef mins #undef maxs #undef legsAnimTimer #undef torsoAnimTimer #undef bool #undef false #undef true #undef sqrtf #undef Q_flrand #undef MOD_EXPLOSIVE #endif