//bg_vehicleLoad.c #ifdef _JK2 //SP does not have this preprocessor for game like MP does #ifndef _JK2MP #define _JK2MP #endif #endif #ifdef _JK2MP #include "q_shared.h" #include "bg_public.h" #include "bg_vehicles.h" #include "bg_weapons.h" //Could use strap stuff but I don't particularly care at the moment anyway. #include "../namespace_begin.h" extern int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ); extern void trap_FS_Read( void *buffer, int len, fileHandle_t f ); extern void trap_FS_Write( const void *buffer, int len, fileHandle_t f ); extern void trap_FS_FCloseFile( fileHandle_t f ); extern int trap_FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize ); #include "../namespace_end.h" #else #include "g_local.h" #define QAGAME #endif #ifdef _JK2MP #ifndef QAGAME #ifndef CGAME #define WE_ARE_IN_THE_UI #include "../ui/ui_local.h" #endif #endif #endif #ifndef _JK2MP #include "..\Ratl\string_vs.h" #endif #ifdef QAGAME extern void G_SetSharedVehicleFunctions( vehicleInfo_t *pVehInfo ); extern int G_ModelIndex( const char *name ); extern int G_SoundIndex( const char *name ); #ifdef _JK2MP extern int G_EffectIndex( const char *name ); #endif #elif CGAME #include "../namespace_begin.h" extern qhandle_t trap_R_RegisterModel( const char *name ); // returns rgb axis if not found extern qhandle_t trap_R_RegisterSkin( const char *name ); // returns all white if not found extern qhandle_t trap_R_RegisterShader( const char *name ); extern qhandle_t trap_R_RegisterShaderNoMip( const char *name ); extern int trap_FX_RegisterEffect(const char *file); extern sfxHandle_t trap_S_RegisterSound( const char *sample); // returns buzz if not found #include "../namespace_end.h" #else//UI #include "../namespace_begin.h" extern qhandle_t trap_R_RegisterModel( const char *name ); // returns rgb axis if not found extern qhandle_t trap_R_RegisterSkin( const char *name ); // returns all white if not found extern qhandle_t trap_R_RegisterShader( const char *name ); // returns all white if not found extern qhandle_t trap_R_RegisterShaderNoMip( const char *name ); // returns all white if not found extern sfxHandle_t trap_S_RegisterSound( const char *sample); // returns buzz if not found #include "../namespace_end.h" #endif extern stringID_table_t animTable [MAX_ANIMATIONS+1]; // These buffers are filled in with the same contents and then just read from in // a few places. We only need one copy on Xbox. #define MAX_VEH_WEAPON_DATA_SIZE 0x4000 #define MAX_VEHICLE_DATA_SIZE 0x10000 #if !defined(_XBOX) || defined(QAGAME) char VehWeaponParms[MAX_VEH_WEAPON_DATA_SIZE]; char VehicleParms[MAX_VEHICLE_DATA_SIZE]; void BG_ClearVehicleParseParms(void) { //You can't strcat to these forever without clearing them! VehWeaponParms[0] = 0; VehicleParms[0] = 0; } #else extern char VehWeaponParms[MAX_VEH_WEAPON_DATA_SIZE]; extern char VehicleParms[MAX_VEHICLE_DATA_SIZE]; #endif #ifdef _JK2MP #include "../namespace_begin.h" #endif #ifndef WE_ARE_IN_THE_UI //These funcs are actually shared in both projects extern void G_SetAnimalVehicleFunctions( vehicleInfo_t *pVehInfo ); extern void G_SetSpeederVehicleFunctions( vehicleInfo_t *pVehInfo ); extern void G_SetWalkerVehicleFunctions( vehicleInfo_t *pVehInfo ); extern void G_SetFighterVehicleFunctions( vehicleInfo_t *pVehInfo ); #endif vehWeaponInfo_t g_vehWeaponInfo[MAX_VEH_WEAPONS]; int numVehicleWeapons = 1;//first one is null/default vehicleInfo_t g_vehicleInfo[MAX_VEHICLES]; int numVehicles = 0;//first one is null/default void BG_VehicleLoadParms( void ); typedef enum { VF_IGNORE, VF_INT, VF_FLOAT, VF_LSTRING, // string on disk, pointer in memory, TAG_LEVEL VF_VECTOR, VF_BOOL, VF_VEHTYPE, VF_ANIM, VF_WEAPON, // take string, resolve into index into VehWeaponParms VF_MODEL, // take the string, get the G_ModelIndex VF_MODEL_CLIENT, // (cgame only) take the string, get the G_ModelIndex VF_EFFECT, // take the string, get the G_EffectIndex VF_EFFECT_CLIENT, // (cgame only) take the string, get the index VF_SHADER, // (cgame only) take the string, call trap_R_RegisterShader VF_SHADER_NOMIP,// (cgame only) take the string, call trap_R_RegisterShaderNoMip VF_SOUND, // take the string, get the G_SoundIndex VF_SOUND_CLIENT // (cgame only) take the string, get the index } vehFieldType_t; typedef struct { char *name; int ofs; vehFieldType_t type; } vehField_t; vehField_t vehWeaponFields[NUM_VWEAP_PARMS] = { {"name", VWFOFS(name), VF_LSTRING}, //unique name of the vehicle {"projectile", VWFOFS(bIsProjectile), VF_BOOL}, //traceline or entity? {"hasGravity", VWFOFS(bHasGravity), VF_BOOL}, //if a projectile, drops {"ionWeapon", VWFOFS(bIonWeapon), VF_BOOL}, //disables ship shields and sends them out of control {"saberBlockable", VWFOFS(bSaberBlockable), VF_BOOL}, //lightsabers can deflect this projectile {"muzzleFX", VWFOFS(iMuzzleFX), VF_EFFECT_CLIENT}, //index of Muzzle Effect {"model", VWFOFS(iModel), VF_MODEL_CLIENT}, //handle to the model used by this projectile {"shotFX", VWFOFS(iShotFX), VF_EFFECT_CLIENT}, //index of Shot Effect {"impactFX", VWFOFS(iImpactFX), VF_EFFECT_CLIENT}, //index of Impact Effect {"g2MarkShader", VWFOFS(iG2MarkShaderHandle), VF_SHADER}, //index of shader to use for G2 marks made on other models when hit by this projectile {"g2MarkSize", VWFOFS(fG2MarkSize), VF_FLOAT}, //size (diameter) of the ghoul2 mark {"loopSound", VWFOFS(iLoopSound), VF_SOUND_CLIENT}, //index of loopSound {"speed", VWFOFS(fSpeed), VF_FLOAT}, //speed of projectile/range of traceline {"homing", VWFOFS(fHoming), VF_FLOAT}, //0.0 = not homing, 0.5 = half vel to targ, half cur vel, 1.0 = all vel to targ {"lockOnTime", VWFOFS(iLockOnTime), VF_INT}, //0 = no lock time needed, else # of ms needed to lock on {"damage", VWFOFS(iDamage), VF_INT}, //damage done when traceline or projectile directly hits target {"splashDamage", VWFOFS(iSplashDamage), VF_INT},//damage done to ents in splashRadius of end of traceline or projectile origin on impact {"splashRadius", VWFOFS(fSplashRadius), VF_FLOAT},//radius that ent must be in to take splashDamage (linear fall-off) {"ammoPerShot", VWFOFS(iAmmoPerShot), VF_INT},//how much "ammo" each shot takes {"health", VWFOFS(iHealth), VF_INT}, //if non-zero, projectile can be shot, takes this much damage before being destroyed {"width", VWFOFS(fWidth), VF_FLOAT}, //width of traceline or bounding box of projecile (non-rotating!) {"height", VWFOFS(fHeight), VF_FLOAT}, //height of traceline or bounding box of projecile (non-rotating!) {"lifetime", VWFOFS(iLifeTime), VF_INT}, //removes itself after this amount of time {"explodeOnExpire", VWFOFS(bExplodeOnExpire), VF_BOOL}, //when iLifeTime is up, explodes rather than simply removing itself }; static qboolean BG_ParseVehWeaponParm( vehWeaponInfo_t *vehWeapon, char *parmName, char *pValue ) { int i; vec3_t vec; byte *b = (byte *)vehWeapon; int _iFieldsRead = 0; vehicleType_t vehType; char value[1024]; Q_strncpyz( value, pValue, sizeof(value) ); // Loop through possible parameters for ( i = 0; i < NUM_VWEAP_PARMS; i++ ) { if ( vehWeaponFields[i].name && !Q_stricmp( vehWeaponFields[i].name, parmName ) ) { // found it switch( vehWeaponFields[i].type ) { case VF_INT: *(int *)(b+vehWeaponFields[i].ofs) = atoi(value); break; case VF_FLOAT: *(float *)(b+vehWeaponFields[i].ofs) = atof(value); break; case VF_LSTRING: // string on disk, pointer in memory, TAG_LEVEL if (!*(char **)(b+vehWeaponFields[i].ofs)) { //just use 1024 bytes in case we want to write over the string #ifdef _JK2MP *(char **)(b+vehWeaponFields[i].ofs) = (char *)BG_Alloc(1024);//(char *)BG_Alloc(strlen(value)); strcpy(*(char **)(b+vehWeaponFields[i].ofs), value); #else (*(char **)(b+vehWeaponFields[i].ofs)) = G_NewString( value ); #endif } break; case VF_VECTOR: _iFieldsRead = sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]); assert(_iFieldsRead==3 ); if (_iFieldsRead!=3) { Com_Printf (S_COLOR_YELLOW"BG_ParseVehWeaponParm: VEC3 sscanf() failed to read 3 floats ('angle' key bug?)\n"); } ((float *)(b+vehWeaponFields[i].ofs))[0] = vec[0]; ((float *)(b+vehWeaponFields[i].ofs))[1] = vec[1]; ((float *)(b+vehWeaponFields[i].ofs))[2] = vec[2]; break; case VF_BOOL: *(qboolean *)(b+vehWeaponFields[i].ofs) = (qboolean)(atof(value)!=0); break; case VF_VEHTYPE: vehType = (vehicleType_t)GetIDForString( VehicleTable, value ); *(vehicleType_t *)(b+vehWeaponFields[i].ofs) = vehType; break; case VF_ANIM: { int anim = GetIDForString( animTable, value ); *(int *)(b+vehWeaponFields[i].ofs) = anim; } break; case VF_WEAPON: // take string, resolve into index into VehWeaponParms //*(int *)(b+vehWeaponFields[i].ofs) = VEH_VehWeaponIndexForName( value ); break; case VF_MODEL:// take the string, get the G_ModelIndex #ifdef QAGAME *(int *)(b+vehWeaponFields[i].ofs) = G_ModelIndex( value ); #else *(int *)(b+vehWeaponFields[i].ofs) = trap_R_RegisterModel( value ); #endif break; case VF_MODEL_CLIENT: // (MP cgame only) take the string, get the G_ModelIndex #ifndef _JK2MP *(int *)(b+vehWeaponFields[i].ofs) = G_ModelIndex( value ); #elif QAGAME //*(int *)(b+vehWeaponFields[i].ofs) = G_ModelIndex( value ); #else *(int *)(b+vehWeaponFields[i].ofs) = trap_R_RegisterModel( value ); #endif break; case VF_EFFECT: // take the string, get the G_EffectIndex #ifdef QAGAME *(int *)(b+vehWeaponFields[i].ofs) = G_EffectIndex( value ); #elif CGAME *(int *)(b+vehWeaponFields[i].ofs) = trap_FX_RegisterEffect( value ); #endif break; case VF_EFFECT_CLIENT: // (MP cgame only) take the string, get the index #ifndef _JK2MP *(int *)(b+vehWeaponFields[i].ofs) = G_EffectIndex( value ); #elif QAGAME //*(int *)(b+vehWeaponFields[i].ofs) = G_EffectIndex( value ); #elif CGAME *(int *)(b+vehWeaponFields[i].ofs) = trap_FX_RegisterEffect( value ); #endif break; case VF_SHADER: // (cgame only) take the string, call trap_R_RegisterShader #ifdef WE_ARE_IN_THE_UI *(int *)(b+vehWeaponFields[i].ofs) = trap_R_RegisterShaderNoMip( value ); #elif CGAME *(int *)(b+vehWeaponFields[i].ofs) = trap_R_RegisterShader( value ); #endif break; case VF_SHADER_NOMIP:// (cgame only) take the string, call trap_R_RegisterShaderNoMip #ifndef QAGAME *(int *)(b+vehWeaponFields[i].ofs) = trap_R_RegisterShaderNoMip( value ); #endif break; case VF_SOUND: // take the string, get the G_SoundIndex #ifdef QAGAME *(int *)(b+vehWeaponFields[i].ofs) = G_SoundIndex( value ); #else *(int *)(b+vehWeaponFields[i].ofs) = trap_S_RegisterSound( value ); #endif break; case VF_SOUND_CLIENT: // (MP cgame only) take the string, get the index #ifndef _JK2MP *(int *)(b+vehWeaponFields[i].ofs) = G_SoundIndex( value ); #elif QAGAME //*(int *)(b+vehWeaponFields[i].ofs) = G_SoundIndex( value ); #else *(int *)(b+vehWeaponFields[i].ofs) = trap_S_RegisterSound( value ); #endif break; default: //Unknown type? return qfalse; break; } break; } } if ( i == NUM_VWEAP_PARMS ) { return qfalse; } else { return qtrue; } } int VEH_LoadVehWeapon( const char *vehWeaponName ) {//load up specified vehWeapon and save in array: g_vehWeaponInfo const char *token; char parmName[128];//we'll assume that no parm name is longer than 128 char *value; const char *p; vehWeaponInfo_t *vehWeapon = NULL; //BG_VehWeaponSetDefaults( &g_vehWeaponInfo[0] );//set the first vehicle to default data //try to parse data out p = VehWeaponParms; #ifdef _JK2MP COM_BeginParseSession("vehWeapons"); #else COM_BeginParseSession(); #endif vehWeapon = &g_vehWeaponInfo[numVehicleWeapons]; // look for the right vehicle weapon while ( p ) { token = COM_ParseExt( &p, qtrue ); if ( token[0] == 0 ) { return qfalse; } if ( !Q_stricmp( token, vehWeaponName ) ) { break; } SkipBracedSection( &p ); } if ( !p ) { return qfalse; } token = COM_ParseExt( &p, qtrue ); if ( token[0] == 0 ) {//barf return VEH_WEAPON_NONE; } if ( Q_stricmp( token, "{" ) != 0 ) { return VEH_WEAPON_NONE; } // parse the vehWeapon info block while ( 1 ) { SkipRestOfLine( &p ); token = COM_ParseExt( &p, qtrue ); if ( !token[0] ) { Com_Printf( S_COLOR_RED"ERROR: unexpected EOF while parsing Vehicle Weapon '%s'\n", vehWeaponName ); return VEH_WEAPON_NONE; } if ( !Q_stricmp( token, "}" ) ) { break; } Q_strncpyz( parmName, token, sizeof(parmName) ); value = COM_ParseExt( &p, qtrue ); if ( !value || !value[0] ) { Com_Printf( S_COLOR_RED"ERROR: Vehicle Weapon token '%s' has no value!\n", parmName ); } else { if ( !BG_ParseVehWeaponParm( vehWeapon, parmName, value ) ) { Com_Printf( S_COLOR_RED"ERROR: Unknown Vehicle Weapon key/value pair '%s','%s'!\n", parmName, value ); } } } if ( vehWeapon->fHoming ) {//all lock-on weapons use these 2 sounds #ifdef QAGAME //Hmm, no need fo have server register this, is there? //G_SoundIndex( "sound/weapons/torpedo/tick.wav" ); //G_SoundIndex( "sound/weapons/torpedo/lock.wav" ); #elif CGAME trap_S_RegisterSound( "sound/vehicles/weapons/common/tick.wav" ); trap_S_RegisterSound( "sound/vehicles/weapons/common/lock.wav" ); trap_S_RegisterSound( "sound/vehicles/common/lockalarm1.wav" ); trap_S_RegisterSound( "sound/vehicles/common/lockalarm2.wav" ); trap_S_RegisterSound( "sound/vehicles/common/lockalarm3.wav" ); #else trap_S_RegisterSound( "sound/vehicles/weapons/common/tick.wav" ); trap_S_RegisterSound( "sound/vehicles/weapons/common/lock.wav" ); trap_S_RegisterSound( "sound/vehicles/common/lockalarm1.wav" ); trap_S_RegisterSound( "sound/vehicles/common/lockalarm2.wav" ); trap_S_RegisterSound( "sound/vehicles/common/lockalarm3.wav" ); #endif } return (numVehicleWeapons++); } int VEH_VehWeaponIndexForName( const char *vehWeaponName ) { int vw; if ( !vehWeaponName || !vehWeaponName[0] ) { Com_Printf( S_COLOR_RED"ERROR: Trying to read Vehicle Weapon with no name!\n" ); return VEH_WEAPON_NONE; } for ( vw = VEH_WEAPON_BASE; vw < numVehicleWeapons; vw++ ) { if ( g_vehWeaponInfo[vw].name && Q_stricmp( g_vehWeaponInfo[vw].name, vehWeaponName ) == 0 ) {//already loaded this one return vw; } } //haven't loaded it yet if ( vw >= MAX_VEH_WEAPONS ) {//no more room! Com_Printf( S_COLOR_RED"ERROR: Too many Vehicle Weapons (max 16), aborting load on %s!\n", vehWeaponName ); return VEH_WEAPON_NONE; } //we have room for another one, load it up and return the index //HMM... should we not even load the .vwp file until we want to? vw = VEH_LoadVehWeapon( vehWeaponName ); if ( vw == VEH_WEAPON_NONE ) { Com_Printf( S_COLOR_RED"ERROR: Could not find Vehicle Weapon %s!\n", vehWeaponName ); } return vw; } vehField_t vehicleFields[] = { {"name", VFOFS(name), VF_LSTRING}, //unique name of the vehicle //general data {"type", VFOFS(type), VF_VEHTYPE}, //what kind of vehicle {"numHands", VFOFS(numHands), VF_INT}, //if 2 hands, no weapons, if 1 hand, can use 1-handed weapons, if 0 hands, can use 2-handed weapons {"lookPitch", VFOFS(lookPitch), VF_FLOAT}, //How far you can look up and down off the forward of the vehicle {"lookYaw", VFOFS(lookYaw), VF_FLOAT}, //How far you can look left and right off the forward of the vehicle {"length", VFOFS(length), VF_FLOAT}, //how long it is - used for body length traces when turning/moving? {"width", VFOFS(width), VF_FLOAT}, //how wide it is - used for body length traces when turning/moving? {"height", VFOFS(height), VF_FLOAT}, //how tall it is - used for body length traces when turning/moving? {"centerOfGravity", VFOFS(centerOfGravity), VF_VECTOR},//offset from origin: {forward, right, up} as a modifier on that dimension (-1.0f is all the way back, 1.0f is all the way forward) //speed stats {"speedMax", VFOFS(speedMax), VF_FLOAT}, //top speed {"turboSpeed", VFOFS(turboSpeed), VF_FLOAT}, //turbo speed {"speedMin", VFOFS(speedMin), VF_FLOAT}, //if < 0, can go in reverse {"speedIdle", VFOFS(speedIdle), VF_FLOAT}, //what speed it drifts to when no accel/decel input is given {"accelIdle", VFOFS(accelIdle), VF_FLOAT}, //if speedIdle > 0, how quickly it goes up to that speed {"acceleration", VFOFS(acceleration), VF_FLOAT}, //when pressing on accelerator {"decelIdle", VFOFS(decelIdle), VF_FLOAT}, //when giving no input, how quickly it drops to speedIdle {"throttleSticks", VFOFS(throttleSticks), VF_BOOL},//if true, speed stays at whatever you accel/decel to, unless you turbo or brake {"strafePerc", VFOFS(strafePerc), VF_FLOAT}, //multiplier on current speed for strafing. If 1.0f, you can strafe at the same speed as you're going forward, 0.5 is half, 0 is no strafing //handling stats {"bankingSpeed", VFOFS(bankingSpeed), VF_FLOAT}, //how quickly it pitches and rolls (not under player control) {"pitchLimit", VFOFS(pitchLimit), VF_FLOAT}, //how far it can roll forward or backward {"rollLimit", VFOFS(rollLimit), VF_FLOAT}, //how far it can roll to either side {"braking", VFOFS(braking), VF_FLOAT}, //when pressing on decelerator {"mouseYaw", VFOFS(mouseYaw), VF_FLOAT}, // The mouse yaw override. {"mousePitch", VFOFS(mousePitch), VF_FLOAT}, // The mouse yaw override. {"turningSpeed", VFOFS(turningSpeed), VF_FLOAT}, //how quickly you can turn {"turnWhenStopped", VFOFS(turnWhenStopped), VF_BOOL},//whether or not you can turn when not moving {"traction", VFOFS(traction), VF_FLOAT}, //how much your command input affects velocity {"friction", VFOFS(friction), VF_FLOAT}, //how much velocity is cut on its own {"maxSlope", VFOFS(maxSlope), VF_FLOAT}, //the max slope that it can go up with control {"speedDependantTurning", VFOFS(speedDependantTurning), VF_BOOL},//vehicle turns faster the faster it's going //durability stats {"mass", VFOFS(mass), VF_INT}, //for momentum and impact force (player mass is 10) {"armor", VFOFS(armor), VF_INT}, //total points of damage it can take {"shields", VFOFS(shields), VF_INT}, //energy shield damage points {"shieldRechargeMS", VFOFS(shieldRechargeMS), VF_INT},//energy shield milliseconds per point recharged {"toughness", VFOFS(toughness), VF_FLOAT}, //modifies incoming damage, 1.0 is normal, 0.5 is half, etc. Simulates being made of tougher materials/construction {"malfunctionArmorLevel", VFOFS(malfunctionArmorLevel), VF_INT},//when armor drops to or below this point, start malfunctioning {"surfDestruction", VFOFS(surfDestruction), VF_INT}, //visuals & sounds {"model", VFOFS(model), VF_LSTRING}, //what model to use - if make it an NPC's primary model, don't need this? {"skin", VFOFS(skin), VF_LSTRING}, //what skin to use - if make it an NPC's primary model, don't need this? {"g2radius", VFOFS(g2radius), VF_INT}, //render radius (really diameter, but...) for the ghoul2 model {"riderAnim", VFOFS(riderAnim), VF_ANIM}, //what animation the rider uses {"droidNPC", VFOFS(droidNPC), VF_LSTRING}, //NPC to attach to *droidunit tag (if it exists in the model) #ifdef _JK2MP {"radarIcon", VFOFS(radarIconHandle), VF_SHADER_NOMIP}, //what icon to show on radar in MP {"dmgIndicFrame", VFOFS(dmgIndicFrameHandle), VF_SHADER_NOMIP}, //what image to use for the frame of the damage indicator {"dmgIndicShield", VFOFS(dmgIndicShieldHandle), VF_SHADER_NOMIP},//what image to use for the shield of the damage indicator {"dmgIndicBackground", VFOFS(dmgIndicBackgroundHandle), VF_SHADER_NOMIP},//what image to use for the background of the damage indicator {"icon_front", VFOFS(iconFrontHandle), VF_SHADER_NOMIP}, //what image to use for the front of the ship on the damage indicator {"icon_back", VFOFS(iconBackHandle), VF_SHADER_NOMIP}, //what image to use for the back of the ship on the damage indicator {"icon_right", VFOFS(iconRightHandle), VF_SHADER_NOMIP}, //what image to use for the right of the ship on the damage indicator {"icon_left", VFOFS(iconLeftHandle), VF_SHADER_NOMIP}, //what image to use for the left of the ship on the damage indicator {"crosshairShader", VFOFS(crosshairShaderHandle), VF_SHADER_NOMIP}, //what image to use as the crosshair {"shieldShader", VFOFS(shieldShaderHandle), VF_SHADER}, //What shader to use when drawing the shield shell //individual "area" health -rww {"health_front", VFOFS(health_front), VF_INT}, {"health_back", VFOFS(health_back), VF_INT}, {"health_right", VFOFS(health_right), VF_INT}, {"health_left", VFOFS(health_left), VF_INT}, #else {"radarIcon", 0, VF_IGNORE}, //what icon to show on radar in MP #endif {"soundOn", VFOFS(soundOn), VF_SOUND},//sound to play when get on it {"soundOff", VFOFS(soundOff), VF_SOUND},//sound to play when get off {"soundLoop", VFOFS(soundLoop), VF_SOUND},//sound to loop while riding it {"soundTakeOff", VFOFS(soundTakeOff), VF_SOUND},//sound to play when ship takes off {"soundEngineStart",VFOFS(soundEngineStart),VF_SOUND_CLIENT},//sound to play when ship's thrusters first activate {"soundSpin", VFOFS(soundSpin), VF_SOUND},//sound to loop while spiraling out of control {"soundTurbo", VFOFS(soundTurbo), VF_SOUND},//sound to play when turbo/afterburner kicks in {"soundHyper", VFOFS(soundHyper), VF_SOUND_CLIENT},//sound to play when hits hyperspace {"soundLand", VFOFS(soundLand), VF_SOUND},//sound to play when ship lands {"soundFlyBy", VFOFS(soundFlyBy), VF_SOUND_CLIENT},//sound to play when they buzz you {"soundFlyBy2", VFOFS(soundFlyBy2), VF_SOUND_CLIENT},//alternate sound to play when they buzz you {"soundShift1", VFOFS(soundShift1), VF_SOUND},//sound to play when changing speeds {"soundShift2", VFOFS(soundShift2), VF_SOUND},//sound to play when changing speeds {"soundShift3", VFOFS(soundShift3), VF_SOUND},//sound to play when changing speeds {"soundShift4", VFOFS(soundShift4), VF_SOUND},//sound to play when changing speeds {"exhaustFX", VFOFS(iExhaustFX), VF_EFFECT_CLIENT}, //exhaust effect, played from "*exhaust" bolt(s) {"turboFX", VFOFS(iTurboFX), VF_EFFECT_CLIENT}, //turbo exhaust effect, played from "*exhaust" bolt(s) when ship is in "turbo" mode {"turboStartFX", VFOFS(iTurboStartFX), VF_EFFECT}, //turbo start effect, played from "*exhaust" bolt(s) when ship is in "turbo" mode {"trailFX", VFOFS(iTrailFX), VF_EFFECT_CLIENT}, //trail effect, played from "*trail" bolt(s) {"impactFX", VFOFS(iImpactFX), VF_EFFECT_CLIENT}, //impact effect, for when it bumps into something {"explodeFX", VFOFS(iExplodeFX), VF_EFFECT}, //explosion effect, for when it blows up (should have the sound built into explosion effect) {"wakeFX", VFOFS(iWakeFX), VF_EFFECT_CLIENT}, //effect it makes when going across water {"dmgFX", VFOFS(iDmgFX), VF_EFFECT_CLIENT}, //effect to play on damage from a weapon or something #ifdef _JK2MP {"injureFX", VFOFS(iInjureFX), VF_EFFECT_CLIENT}, //effect to play on partially damaged ship surface {"noseFX", VFOFS(iNoseFX), VF_EFFECT_CLIENT}, //effect for nose piece flying away when blown off {"lwingFX", VFOFS(iLWingFX), VF_EFFECT_CLIENT}, //effect for left wing piece flying away when blown off {"rwingFX", VFOFS(iRWingFX), VF_EFFECT_CLIENT}, //effect for right wing piece flying away when blown off #else {"armorLowFX", VFOFS(iArmorLowFX), VF_EFFECT_CLIENT}, //effect to play on damage from a weapon or something {"armorGoneFX", VFOFS(iArmorGoneFX), VF_EFFECT_CLIENT}, //effect to play on damage from a weapon or something #endif // Weapon stuff: {"weap1", VFOFS(weapon[0].ID), VF_WEAPON}, //weapon used when press fire {"weap2", VFOFS(weapon[1].ID), VF_WEAPON},//weapon used when press alt-fire // The delay between shots for this weapon. {"weap1Delay", VFOFS(weapon[0].delay), VF_INT}, {"weap2Delay", VFOFS(weapon[1].delay), VF_INT}, // Whether or not all the muzzles for each weapon can be linked together (linked delay = weapon delay * number of muzzles linked!) {"weap1Link", VFOFS(weapon[0].linkable), VF_INT}, {"weap2Link", VFOFS(weapon[1].linkable), VF_INT}, // Whether or not to auto-aim the projectiles at the thing under the crosshair when we fire {"weap1Aim", VFOFS(weapon[0].aimCorrect), VF_BOOL}, {"weap2Aim", VFOFS(weapon[1].aimCorrect), VF_BOOL}, //maximum ammo {"weap1AmmoMax", VFOFS(weapon[0].ammoMax), VF_INT}, {"weap2AmmoMax", VFOFS(weapon[1].ammoMax), VF_INT}, //ammo recharge rate - milliseconds per unit (minimum of 100, which is 10 ammo per second) {"weap1AmmoRechargeMS", VFOFS(weapon[0].ammoRechargeMS), VF_INT}, {"weap2AmmoRechargeMS", VFOFS(weapon[1].ammoRechargeMS), VF_INT}, //sound to play when out of ammo (plays default "no ammo" sound if none specified) {"weap1SoundNoAmmo", VFOFS(weapon[0].soundNoAmmo), VF_SOUND_CLIENT},//sound to play when try to fire weapon 1 with no ammo {"weap2SoundNoAmmo", VFOFS(weapon[1].soundNoAmmo), VF_SOUND_CLIENT},//sound to play when try to fire weapon 2 with no ammo // Which weapon a muzzle fires (has to match one of the weapons this vehicle has). {"weapMuzzle1", VFOFS(weapMuzzle[0]), VF_WEAPON}, {"weapMuzzle2", VFOFS(weapMuzzle[1]), VF_WEAPON}, {"weapMuzzle3", VFOFS(weapMuzzle[2]), VF_WEAPON}, {"weapMuzzle4", VFOFS(weapMuzzle[3]), VF_WEAPON}, {"weapMuzzle5", VFOFS(weapMuzzle[4]), VF_WEAPON}, {"weapMuzzle6", VFOFS(weapMuzzle[5]), VF_WEAPON}, {"weapMuzzle7", VFOFS(weapMuzzle[6]), VF_WEAPON}, {"weapMuzzle8", VFOFS(weapMuzzle[7]), VF_WEAPON}, {"weapMuzzle9", VFOFS(weapMuzzle[8]), VF_WEAPON}, {"weapMuzzle10", VFOFS(weapMuzzle[9]), VF_WEAPON}, // The max height before this ship (?) starts (auto)landing. {"landingHeight", VFOFS(landingHeight), VF_FLOAT}, //other misc stats {"gravity", VFOFS(gravity), VF_INT}, //normal is 800 {"hoverHeight", VFOFS(hoverHeight), VF_FLOAT}, //if 0, it's a ground vehicle {"hoverStrength", VFOFS(hoverStrength), VF_FLOAT}, //how hard it pushes off ground when less than hover height... causes "bounce", like shocks {"waterProof", VFOFS(waterProof), VF_BOOL}, //can drive underwater if it has to {"bouyancy", VFOFS(bouyancy), VF_FLOAT}, //when in water, how high it floats (1 is neutral bouyancy) {"fuelMax", VFOFS(fuelMax), VF_INT}, //how much fuel it can hold (capacity) {"fuelRate", VFOFS(fuelRate), VF_INT}, //how quickly is uses up fuel {"turboDuration", VFOFS(turboDuration), VF_INT}, //how long turbo lasts {"turboRecharge", VFOFS(turboRecharge), VF_INT}, //how long turbo takes to recharge {"visibility", VFOFS(visibility), VF_INT}, //for sight alerts {"loudness", VFOFS(loudness), VF_INT}, //for sound alerts {"explosionRadius", VFOFS(explosionRadius), VF_FLOAT},//range of explosion {"explosionDamage", VFOFS(explosionDamage), VF_INT},//damage of explosion //new stuff {"maxPassengers", VFOFS(maxPassengers), VF_INT}, // The max number of passengers this vehicle may have (Default = 0). {"hideRider", VFOFS(hideRider), VF_BOOL}, // rider (and passengers?) should not be drawn {"killRiderOnDeath", VFOFS(killRiderOnDeath), VF_BOOL},//if rider is on vehicle when it dies, they should die {"flammable", VFOFS(flammable), VF_BOOL}, //whether or not the vehicle should catch on fire before it explodes {"explosionDelay", VFOFS(explosionDelay), VF_INT}, //how long the vehicle should be on fire/dying before it explodes //camera stuff {"cameraOverride", VFOFS(cameraOverride), VF_BOOL},//override the third person camera with the below values - normal is 0 (off) {"cameraRange", VFOFS(cameraRange), VF_FLOAT}, //how far back the camera should be - normal is 80 {"cameraVertOffset", VFOFS(cameraVertOffset), VF_FLOAT},//how high over the vehicle origin the camera should be - normal is 16 {"cameraHorzOffset", VFOFS(cameraHorzOffset), VF_FLOAT},//how far to left/right (negative/positive) of of the vehicle origin the camera should be - normal is 0 {"cameraPitchOffset", VFOFS(cameraPitchOffset), VF_FLOAT},//a modifier on the camera's pitch (up/down angle) to the vehicle - normal is 0 {"cameraFOV", VFOFS(cameraFOV), VF_FLOAT}, //third person camera FOV, default is 80 {"cameraAlpha", VFOFS(cameraAlpha), VF_FLOAT}, //fade out the vehicle to this alpha (0.1-1.0f) if it's in the way of the crosshair {"cameraPitchDependantVertOffset", VFOFS(cameraPitchDependantVertOffset), VF_BOOL}, //use the hacky AT-ST pitch dependant vertical offset //===TURRETS=========================================================================== //Turret 1 {"turret1Weap", VFOFS(turret[0].iWeapon), VF_WEAPON}, {"turret1Delay", VFOFS(turret[0].iDelay), VF_INT}, {"turret1AmmoMax", VFOFS(turret[0].iAmmoMax), VF_INT}, {"turret1AmmoRechargeMS", VFOFS(turret[0].iAmmoRechargeMS), VF_INT}, {"turret1YawBone", VFOFS(turret[0].yawBone), VF_LSTRING}, {"turret1PitchBone", VFOFS(turret[0].pitchBone), VF_LSTRING}, {"turret1YawAxis", VFOFS(turret[0].yawAxis), VF_INT}, {"turret1PitchAxis", VFOFS(turret[0].pitchAxis), VF_INT}, {"turret1ClampYawL", VFOFS(turret[0].yawClampLeft), VF_FLOAT}, //how far the turret is allowed to turn left {"turret1ClampYawR", VFOFS(turret[0].yawClampRight), VF_FLOAT}, //how far the turret is allowed to turn right {"turret1ClampPitchU", VFOFS(turret[0].pitchClampUp), VF_FLOAT}, //how far the turret is allowed to title up {"turret1ClampPitchD", VFOFS(turret[0].pitchClampDown), VF_FLOAT}, //how far the turret is allowed to tilt down {"turret1Muzzle1", VFOFS(turret[0].iMuzzle[0]), VF_INT}, {"turret1Muzzle2", VFOFS(turret[0].iMuzzle[1]), VF_INT}, {"turret1TurnSpeed", VFOFS(turret[0].fTurnSpeed), VF_FLOAT}, {"turret1AI", VFOFS(turret[0].bAI), VF_BOOL}, {"turret1AILead", VFOFS(turret[0].bAILead), VF_BOOL}, {"turret1AIRange", VFOFS(turret[0].fAIRange), VF_FLOAT}, {"turret1PassengerNum", VFOFS(turret[0].passengerNum), VF_INT},//which number passenger can control this turret {"turret1GunnerViewTag", VFOFS(turret[0].gunnerViewTag), VF_LSTRING}, //Turret 2 {"turret2Weap", VFOFS(turret[1].iWeapon), VF_WEAPON}, {"turret2Delay", VFOFS(turret[1].iDelay), VF_INT}, {"turret2AmmoMax", VFOFS(turret[1].iAmmoMax), VF_INT}, {"turret2AmmoRechargeMS", VFOFS(turret[1].iAmmoRechargeMS), VF_INT}, {"turret2YawBone", VFOFS(turret[1].yawBone), VF_LSTRING}, {"turret2PitchBone", VFOFS(turret[1].pitchBone), VF_LSTRING}, {"turret2YawAxis", VFOFS(turret[1].yawAxis), VF_INT}, {"turret2PitchAxis", VFOFS(turret[1].pitchAxis), VF_INT}, {"turret2ClampYawL", VFOFS(turret[1].yawClampLeft), VF_FLOAT}, //how far the turret is allowed to turn left {"turret2ClampYawR", VFOFS(turret[1].yawClampRight), VF_FLOAT}, //how far the turret is allowed to turn right {"turret2ClampPitchU", VFOFS(turret[1].pitchClampUp), VF_FLOAT}, //how far the turret is allowed to title up {"turret2ClampPitchD", VFOFS(turret[1].pitchClampDown), VF_FLOAT}, //how far the turret is allowed to tilt down {"turret2Muzzle1", VFOFS(turret[1].iMuzzle[0]), VF_INT}, {"turret2Muzzle2", VFOFS(turret[1].iMuzzle[1]), VF_INT}, {"turret2TurnSpeed", VFOFS(turret[1].fTurnSpeed), VF_FLOAT}, {"turret2AI", VFOFS(turret[1].bAI), VF_BOOL}, {"turret2AILead", VFOFS(turret[1].bAILead), VF_BOOL}, {"turret2AIRange", VFOFS(turret[1].fAIRange), VF_FLOAT}, {"turret2PassengerNum", VFOFS(turret[1].passengerNum), VF_INT},//which number passenger can control this turret {"turret2GunnerViewTag", VFOFS(turret[1].gunnerViewTag), VF_LSTRING}, //===END TURRETS=========================================================================== //terminating entry {0, -1, VF_INT} }; stringID_table_t VehicleTable[VH_NUM_VEHICLES+1] = { ENUM2STRING(VH_NONE), ENUM2STRING(VH_WALKER), //something you ride inside of, it walks like you, like an AT-ST ENUM2STRING(VH_FIGHTER), //something you fly inside of, like an X-Wing or TIE fighter ENUM2STRING(VH_SPEEDER), //something you ride on that hovers, like a speeder or swoop ENUM2STRING(VH_ANIMAL), //animal you ride on top of that walks, like a tauntaun ENUM2STRING(VH_FLIER), //animal you ride on top of that flies, like a giant mynoc? 0, -1 }; // Setup the shared functions (one's that all vehicles would generally use). void BG_SetSharedVehicleFunctions( vehicleInfo_t *pVehInfo ) { #ifdef QAGAME //only do the whole thing if we're on game G_SetSharedVehicleFunctions(pVehInfo); #endif #ifndef WE_ARE_IN_THE_UI switch( pVehInfo->type ) { case VH_SPEEDER: G_SetSpeederVehicleFunctions( pVehInfo ); break; case VH_ANIMAL: G_SetAnimalVehicleFunctions( pVehInfo ); break; case VH_FIGHTER: G_SetFighterVehicleFunctions( pVehInfo ); break; case VH_WALKER: G_SetWalkerVehicleFunctions( pVehInfo ); break; } #endif } void BG_VehicleSetDefaults( vehicleInfo_t *vehicle ) { memset(vehicle, 0, sizeof(vehicleInfo_t)); /* #if _JK2MP if (!vehicle->name) { vehicle->name = (char *)BG_Alloc(1024); } strcpy(vehicle->name, "default"); #else vehicle->name = G_NewString( "default" ); #endif //general data vehicle->type = VH_SPEEDER; //what kind of vehicle //FIXME: no saber or weapons if numHands = 2, should switch to speeder weapon, no attack anim on player vehicle->numHands = 0; //if 2 hands, no weapons, if 1 hand, can use 1-handed weapons, if 0 hands, can use 2-handed weapons vehicle->lookPitch = 0; //How far you can look up and down off the forward of the vehicle vehicle->lookYaw = 5; //How far you can look left and right off the forward of the vehicle vehicle->length = 0; //how long it is - used for body length traces when turning/moving? vehicle->width = 0; //how wide it is - used for body length traces when turning/moving? vehicle->height = 0; //how tall it is - used for body length traces when turning/moving? VectorClear( vehicle->centerOfGravity );//offset from origin: {forward, right, up} as a modifier on that dimension (-1.0f is all the way back, 1.0f is all the way forward) //speed stats - note: these are DESIRED speed, not actual current speed/velocity vehicle->speedMax = VEH_DEFAULT_SPEED_MAX; //top speed vehicle->turboSpeed = 0; //turboBoost vehicle->speedMin = 0; //if < 0, can go in reverse vehicle->speedIdle = 0; //what speed it drifts to when no accel/decel input is given vehicle->accelIdle = 0; //if speedIdle > 0, how quickly it goes up to that speed vehicle->acceleration = VEH_DEFAULT_ACCEL; //when pressing on accelerator (1/2 this when going in reverse) vehicle->decelIdle = VEH_DEFAULT_DECEL; //when giving no input, how quickly it desired speed drops to speedIdle vehicle->strafePerc = VEH_DEFAULT_STRAFE_PERC;//multiplier on current speed for strafing. If 1.0f, you can strafe at the same speed as you're going forward, 0.5 is half, 0 is no strafing //handling stats vehicle->bankingSpeed = VEH_DEFAULT_BANKING_SPEED; //how quickly it pitches and rolls (not under player control) vehicle->rollLimit = VEH_DEFAULT_ROLL_LIMIT; //how far it can roll to either side vehicle->pitchLimit = VEH_DEFAULT_PITCH_LIMIT; //how far it can pitch forward or backward vehicle->braking = VEH_DEFAULT_BRAKING; //when pressing on decelerator (backwards) vehicle->turningSpeed = VEH_DEFAULT_TURNING_SPEED; //how quickly you can turn vehicle->turnWhenStopped = qfalse; //whether or not you can turn when not moving vehicle->traction = VEH_DEFAULT_TRACTION; //how much your command input affects velocity vehicle->friction = VEH_DEFAULT_FRICTION; //how much velocity is cut on its own vehicle->maxSlope = VEH_DEFAULT_MAX_SLOPE; //the max slope that it can go up with control //durability stats vehicle->mass = VEH_DEFAULT_MASS; //for momentum and impact force (player mass is 10) vehicle->armor = VEH_DEFAULT_MAX_ARMOR; //total points of damage it can take vehicle->toughness = VEH_DEFAULT_TOUGHNESS; //modifies incoming damage, 1.0 is normal, 0.5 is half, etc. Simulates being made of tougher materials/construction vehicle->malfunctionArmorLevel = 0; //when armor drops to or below this point, start malfunctioning //visuals & sounds //vehicle->model = "models/map_objects/ships/swoop.md3"; //what model to use - if make it an NPC's primary model, don't need this? if (!vehicle->model) { vehicle->model = (char *)BG_Alloc(1024); } strcpy(vehicle->model, "models/map_objects/ships/swoop.md3"); vehicle->modelIndex = 0; //set internally, not until this vehicle is spawned into the level vehicle->skin = NULL; //what skin to use - if make it an NPC's primary model, don't need this? vehicle->riderAnim = BOTH_GUNSIT1; //what animation the rider uses vehicle->soundOn = NULL; //sound to play when get on it vehicle->soundLoop = NULL; //sound to loop while riding it vehicle->soundOff = NULL; //sound to play when get off vehicle->exhaustFX = NULL; //exhaust effect, played from "*exhaust" bolt(s) vehicle->trailFX = NULL; //trail effect, played from "*trail" bolt(s) vehicle->impactFX = NULL; //explosion effect, for when it blows up (should have the sound built into explosion effect) vehicle->explodeFX = NULL; //explosion effect, for when it blows up (should have the sound built into explosion effect) vehicle->wakeFX = NULL; //effect itmakes when going across water //other misc stats vehicle->gravity = VEH_DEFAULT_GRAVITY; //normal is 800 vehicle->hoverHeight = 0;//VEH_DEFAULT_HOVER_HEIGHT; //if 0, it's a ground vehicle vehicle->hoverStrength = 0;//VEH_DEFAULT_HOVER_STRENGTH;//how hard it pushes off ground when less than hover height... causes "bounce", like shocks vehicle->waterProof = qtrue; //can drive underwater if it has to vehicle->bouyancy = 1.0f; //when in water, how high it floats (1 is neutral bouyancy) vehicle->fuelMax = 1000; //how much fuel it can hold (capacity) vehicle->fuelRate = 1; //how quickly is uses up fuel vehicle->visibility = VEH_DEFAULT_VISIBILITY; //radius for sight alerts vehicle->loudness = VEH_DEFAULT_LOUDNESS; //radius for sound alerts vehicle->explosionRadius = VEH_DEFAULT_EXP_RAD; vehicle->explosionDamage = VEH_DEFAULT_EXP_DMG; vehicle->maxPassengers = 0; //new stuff vehicle->hideRider = qfalse; // rider (and passengers?) should not be drawn vehicle->killRiderOnDeath = qfalse; //if rider is on vehicle when it dies, they should die vehicle->flammable = qfalse; //whether or not the vehicle should catch on fire before it explodes vehicle->explosionDelay = 0; //how long the vehicle should be on fire/dying before it explodes //camera stuff vehicle->cameraOverride = qfalse; //whether or not to use all of the following 3rd person camera override values vehicle->cameraRange = 0.0f; //how far back the camera should be - normal is 80 vehicle->cameraVertOffset = 0.0f; //how high over the vehicle origin the camera should be - normal is 16 vehicle->cameraHorzOffset = 0.0f; //how far to left/right (negative/positive) of of the vehicle origin the camera should be - normal is 0 vehicle->cameraPitchOffset = 0.0f; //a modifier on the camera's pitch (up/down angle) to the vehicle - normal is 0 vehicle->cameraFOV = 0.0f; //third person camera FOV, default is 80 vehicle->cameraAlpha = qfalse; //fade out the vehicle if it's in the way of the crosshair */ } void BG_VehicleClampData( vehicleInfo_t *vehicle ) {//sanity check and clamp the vehicle's data int i; for ( i = 0; i < 3; i++ ) { if ( vehicle->centerOfGravity[i] > 1.0f ) { vehicle->centerOfGravity[i] = 1.0f; } else if ( vehicle->centerOfGravity[i] < -1.0f ) { vehicle->centerOfGravity[i] = -1.0f; } } // Validate passenger max. if ( vehicle->maxPassengers > VEH_MAX_PASSENGERS ) { vehicle->maxPassengers = VEH_MAX_PASSENGERS; } else if ( vehicle->maxPassengers < 0 ) { vehicle->maxPassengers = 0; } } static qboolean BG_ParseVehicleParm( vehicleInfo_t *vehicle, char *parmName, char *pValue ) { int i; vec3_t vec; byte *b = (byte *)vehicle; int _iFieldsRead = 0; vehicleType_t vehType; char value[1024]; Q_strncpyz( value, pValue, sizeof(value) ); // Loop through possible parameters for ( i = 0; vehicleFields[i].ofs != -1; i++ ) { if ( !Q_stricmp( vehicleFields[i].name, parmName ) ) { // found it switch( vehicleFields[i].type ) { case VF_IGNORE: break; case VF_INT: *(int *)(b+vehicleFields[i].ofs) = atoi(value); break; case VF_FLOAT: *(float *)(b+vehicleFields[i].ofs) = atof(value); break; case VF_LSTRING: // string on disk, pointer in memory, TAG_LEVEL if (!*(char **)(b+vehicleFields[i].ofs)) { //just use 128 bytes in case we want to write over the string #ifdef _JK2MP *(char **)(b+vehicleFields[i].ofs) = (char *)BG_Alloc(128);//(char *)BG_Alloc(strlen(value)); strcpy(*(char **)(b+vehicleFields[i].ofs), value); #else (*(char **)(b+vehicleFields[i].ofs)) = G_NewString( value ); #endif } break; case VF_VECTOR: _iFieldsRead = sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]); assert(_iFieldsRead==3 ); if (_iFieldsRead!=3) { Com_Printf (S_COLOR_YELLOW"BG_ParseVehicleParm: VEC3 sscanf() failed to read 3 floats ('angle' key bug?)\n"); } ((float *)(b+vehWeaponFields[i].ofs))[0] = vec[0]; ((float *)(b+vehWeaponFields[i].ofs))[1] = vec[1]; ((float *)(b+vehWeaponFields[i].ofs))[2] = vec[2]; break; case VF_BOOL: *(qboolean *)(b+vehicleFields[i].ofs) = (qboolean)(atof(value)!=0); break; case VF_VEHTYPE: vehType = (vehicleType_t)GetIDForString( VehicleTable, value ); *(vehicleType_t *)(b+vehicleFields[i].ofs) = vehType; break; case VF_ANIM: { int anim = GetIDForString( animTable, value ); *(int *)(b+vehicleFields[i].ofs) = anim; } break; case VF_WEAPON: // take string, resolve into index into VehWeaponParms *(int *)(b+vehicleFields[i].ofs) = VEH_VehWeaponIndexForName( value ); break; case VF_MODEL: // take the string, get the G_ModelIndex #ifdef QAGAME *(int *)(b+vehicleFields[i].ofs) = G_ModelIndex( value ); #else *(int *)(b+vehicleFields[i].ofs) = trap_R_RegisterModel( value ); #endif break; case VF_MODEL_CLIENT: // (MP cgame only) take the string, get the G_ModelIndex #ifndef _JK2MP *(int *)(b+vehicleFields[i].ofs) = G_ModelIndex( value ); #elif QAGAME //*(int *)(b+vehicleFields[i].ofs) = G_ModelIndex( value ); #else *(int *)(b+vehicleFields[i].ofs) = trap_R_RegisterModel( value ); #endif break; case VF_EFFECT: // take the string, get the G_EffectIndex #ifdef QAGAME *(int *)(b+vehicleFields[i].ofs) = G_EffectIndex( value ); #elif CGAME *(int *)(b+vehicleFields[i].ofs) = trap_FX_RegisterEffect( value ); #endif break; case VF_EFFECT_CLIENT: // (MP cgame only) take the string, get the G_EffectIndex #ifndef _JK2MP *(int *)(b+vehicleFields[i].ofs) = G_EffectIndex( value ); #elif QAGAME //*(int *)(b+vehicleFields[i].ofs) = G_EffectIndex( value ); #elif CGAME *(int *)(b+vehicleFields[i].ofs) = trap_FX_RegisterEffect( value ); #endif break; case VF_SHADER: // (cgame only) take the string, call trap_R_RegisterShader #ifdef WE_ARE_IN_THE_UI *(int *)(b+vehicleFields[i].ofs) = trap_R_RegisterShaderNoMip( value ); #elif CGAME *(int *)(b+vehicleFields[i].ofs) = trap_R_RegisterShader( value ); #endif break; case VF_SHADER_NOMIP:// (cgame only) take the string, call trap_R_RegisterShaderNoMip #ifndef QAGAME *(int *)(b+vehicleFields[i].ofs) = trap_R_RegisterShaderNoMip( value ); #endif break; case VF_SOUND: // take the string, get the G_SoundIndex #ifdef QAGAME *(int *)(b+vehicleFields[i].ofs) = G_SoundIndex( value ); #else *(int *)(b+vehicleFields[i].ofs) = trap_S_RegisterSound( value ); #endif break; case VF_SOUND_CLIENT: // (MP cgame only) take the string, get the G_SoundIndex #ifndef _JK2MP *(int *)(b+vehicleFields[i].ofs) = G_SoundIndex( value ); #elif QAGAME //*(int *)(b+vehicleFields[i].ofs) = G_SoundIndex( value ); #else *(int *)(b+vehicleFields[i].ofs) = trap_S_RegisterSound( value ); #endif break; default: //Unknown type? return qfalse; break; } break; } } if ( vehicleFields[i].ofs == -1 ) { return qfalse; } else { return qtrue; } } int VEH_LoadVehicle( const char *vehicleName ) {//load up specified vehicle and save in array: g_vehicleInfo const char *token; //we'll assume that no parm name is longer than 128 char parmName[128] = { 0 }; char weap1[128] = { 0 }, weap2[128] = { 0 }; char weapMuzzle1[128] = { 0 }; char weapMuzzle2[128] = { 0 }; char weapMuzzle3[128] = { 0 }; char weapMuzzle4[128] = { 0 }; char weapMuzzle5[128] = { 0 }; char weapMuzzle6[128] = { 0 }; char weapMuzzle7[128] = { 0 }; char weapMuzzle8[128] = { 0 }; char weapMuzzle9[128] = { 0 }; char weapMuzzle10[128] = { 0 }; char *value = NULL; const char *p = NULL; vehicleInfo_t *vehicle = NULL; // Load the vehicle parms if no vehicles have been loaded yet. if ( numVehicles == 0 ) { BG_VehicleLoadParms(); } //try to parse data out p = VehicleParms; #ifdef _JK2MP COM_BeginParseSession("vehicles"); #else COM_BeginParseSession(); #endif vehicle = &g_vehicleInfo[numVehicles]; // look for the right vehicle while ( p ) { token = COM_ParseExt( &p, qtrue ); if ( token[0] == 0 ) { return VEHICLE_NONE; } if ( !Q_stricmp( token, vehicleName ) ) { break; } SkipBracedSection( &p ); } if ( !p ) { return VEHICLE_NONE; } token = COM_ParseExt( &p, qtrue ); if ( token[0] == 0 ) {//barf return VEHICLE_NONE; } if ( Q_stricmp( token, "{" ) != 0 ) { return VEHICLE_NONE; } BG_VehicleSetDefaults( vehicle ); // parse the vehicle info block while ( 1 ) { SkipRestOfLine( &p ); token = COM_ParseExt( &p, qtrue ); if ( !token[0] ) { Com_Printf( S_COLOR_RED"ERROR: unexpected EOF while parsing Vehicle '%s'\n", vehicleName ); return VEHICLE_NONE; } if ( !Q_stricmp( token, "}" ) ) { break; } Q_strncpyz( parmName, token, sizeof(parmName) ); value = COM_ParseExt( &p, qtrue ); if ( !value || !value[0] ) { Com_Printf( S_COLOR_RED"ERROR: Vehicle token '%s' has no value!\n", parmName ); } else if ( Q_stricmp( "weap1", parmName ) == 0 ) {//hmm, store this off because we don't want to call another one of these text parsing routines while we're in the middle of one... Q_strncpyz( weap1, value, sizeof(weap1) ); } else if ( Q_stricmp( "weap2", parmName ) == 0 ) {//hmm, store this off because we don't want to call another one of these text parsing routines while we're in the middle of one... Q_strncpyz( weap2, value, sizeof(weap2) ); } else if ( Q_stricmp( "weapMuzzle1", parmName ) == 0 ) {//hmm, store this off because we don't want to call another one of these text parsing routines while we're in the middle of one... Q_strncpyz( weapMuzzle1, value, sizeof(weapMuzzle1) ); } else if ( Q_stricmp( "weapMuzzle2", parmName ) == 0 ) {//hmm, store this off because we don't want to call another one of these text parsing routines while we're in the middle of one... Q_strncpyz( weapMuzzle2, value, sizeof(weapMuzzle2) ); } else if ( Q_stricmp( "weapMuzzle3", parmName ) == 0 ) {//hmm, store this off because we don't want to call another one of these text parsing routines while we're in the middle of one... Q_strncpyz( weapMuzzle3, value, sizeof(weapMuzzle3) ); } else if ( Q_stricmp( "weapMuzzle4", parmName ) == 0 ) {//hmm, store this off because we don't want to call another one of these text parsing routines while we're in the middle of one... Q_strncpyz( weapMuzzle4, value, sizeof(weapMuzzle4) ); } else if ( Q_stricmp( "weapMuzzle5", parmName ) == 0 ) {//hmm, store this off because we don't want to call another one of these text parsing routines while we're in the middle of one... Q_strncpyz( weapMuzzle5, value, sizeof(weapMuzzle5) ); } else if ( Q_stricmp( "weapMuzzle6", parmName ) == 0 ) {//hmm, store this off because we don't want to call another one of these text parsing routines while we're in the middle of one... Q_strncpyz( weapMuzzle6, value, sizeof(weapMuzzle6) ); } else if ( Q_stricmp( "weapMuzzle7", parmName ) == 0 ) {//hmm, store this off because we don't want to call another one of these text parsing routines while we're in the middle of one... Q_strncpyz( weapMuzzle7, value, sizeof(weapMuzzle7) ); } else if ( Q_stricmp( "weapMuzzle8", parmName ) == 0 ) {//hmm, store this off because we don't want to call another one of these text parsing routines while we're in the middle of one... Q_strncpyz( weapMuzzle8, value, sizeof(weapMuzzle8) ); } else if ( Q_stricmp( "weapMuzzle9", parmName ) == 0 ) {//hmm, store this off because we don't want to call another one of these text parsing routines while we're in the middle of one... Q_strncpyz( weapMuzzle9, value, sizeof(weapMuzzle9) ); } else if ( Q_stricmp( "weapMuzzle10", parmName ) == 0 ) {//hmm, store this off because we don't want to call another one of these text parsing routines while we're in the middle of one... Q_strncpyz( weapMuzzle10, value, sizeof(weapMuzzle10) ); } else { if ( !BG_ParseVehicleParm( vehicle, parmName, value ) ) { #ifndef FINAL_BUILD Com_Printf( S_COLOR_RED"ERROR: Unknown Vehicle key/value pair '%s', '%s'!\n", parmName, value ); #endif } } } //NOW: if we have any weapons, go ahead and load them if ( weap1[0] ) { if ( !BG_ParseVehicleParm( vehicle, "weap1", weap1 ) ) { #ifndef FINAL_BUILD Com_Printf( S_COLOR_RED"ERROR: Unknown Vehicle key/value pair 'weap1', '%s'!\n", weap1 ); #endif } } if ( weap2[0] ) { if ( !BG_ParseVehicleParm( vehicle, "weap2", weap2 ) ) { #ifndef FINAL_BUILD Com_Printf( S_COLOR_RED"ERROR: Unknown Vehicle key/value pair 'weap2', '%s'!\n", weap2 ); #endif } } if ( weapMuzzle1[0] ) { if ( !BG_ParseVehicleParm( vehicle, "weapMuzzle1", weapMuzzle1 ) ) { #ifndef FINAL_BUILD Com_Printf( S_COLOR_RED"ERROR: Unknown Vehicle key/value pair 'weapMuzzle1', '%s'!\n", weapMuzzle1 ); #endif } } if ( weapMuzzle2[0] ) { if ( !BG_ParseVehicleParm( vehicle, "weapMuzzle2", weapMuzzle2 ) ) { #ifndef FINAL_BUILD Com_Printf( S_COLOR_RED"ERROR: Unknown Vehicle key/value pair 'weapMuzzle2', '%s'!\n", weapMuzzle2 ); #endif } } if ( weapMuzzle3[0] ) { if ( !BG_ParseVehicleParm( vehicle, "weapMuzzle3", weapMuzzle3 ) ) { #ifndef FINAL_BUILD Com_Printf( S_COLOR_RED"ERROR: Unknown Vehicle key/value pair 'weapMuzzle3', '%s'!\n", weapMuzzle3 ); #endif } } if ( weapMuzzle4[0] ) { if ( !BG_ParseVehicleParm( vehicle, "weapMuzzle4", weapMuzzle4 ) ) { #ifndef FINAL_BUILD Com_Printf( S_COLOR_RED"ERROR: Unknown Vehicle key/value pair 'weapMuzzle4', '%s'!\n", weapMuzzle4 ); #endif } } if ( weapMuzzle5[0] ) { if ( !BG_ParseVehicleParm( vehicle, "weapMuzzle5", weapMuzzle5 ) ) { #ifndef FINAL_BUILD Com_Printf( S_COLOR_RED"ERROR: Unknown Vehicle key/value pair 'weapMuzzle5', '%s'!\n", weapMuzzle5 ); #endif } } if ( weapMuzzle6[0] ) { if ( !BG_ParseVehicleParm( vehicle, "weapMuzzle6", weapMuzzle6 ) ) { #ifndef FINAL_BUILD Com_Printf( S_COLOR_RED"ERROR: Unknown Vehicle key/value pair 'weapMuzzle6', '%s'!\n", weapMuzzle6 ); #endif } } if ( weapMuzzle7[0] ) { if ( !BG_ParseVehicleParm( vehicle, "weapMuzzle7", weapMuzzle7 ) ) { #ifndef FINAL_BUILD Com_Printf( S_COLOR_RED"ERROR: Unknown Vehicle key/value pair 'weapMuzzle7', '%s'!\n", weapMuzzle7 ); #endif } } if ( weapMuzzle8[0] ) { if ( !BG_ParseVehicleParm( vehicle, "weapMuzzle8", weapMuzzle8 ) ) { #ifndef FINAL_BUILD Com_Printf( S_COLOR_RED"ERROR: Unknown Vehicle key/value pair 'weapMuzzle8', '%s'!\n", weapMuzzle8 ); #endif } } if ( weapMuzzle9[0] ) { if ( !BG_ParseVehicleParm( vehicle, "weapMuzzle9", weapMuzzle9 ) ) { #ifndef FINAL_BUILD Com_Printf( S_COLOR_RED"ERROR: Unknown Vehicle key/value pair 'weapMuzzle9', '%s'!\n", weapMuzzle9 ); #endif } } if ( weapMuzzle10[0] ) { if ( !BG_ParseVehicleParm( vehicle, "weapMuzzle10", weapMuzzle10 ) ) { #ifndef FINAL_BUILD Com_Printf( S_COLOR_RED"ERROR: Unknown Vehicle key/value pair 'weapMuzzle10', '%s'!\n", weapMuzzle10 ); #endif } } #ifdef _JK2MP //let's give these guys some defaults if (!vehicle->health_front) { vehicle->health_front = vehicle->armor/4; } if (!vehicle->health_back) { vehicle->health_back = vehicle->armor/4; } if (!vehicle->health_right) { vehicle->health_right = vehicle->armor/4; } if (!vehicle->health_left) { vehicle->health_left = vehicle->armor/4; } #endif if ( vehicle->model ) { #ifdef QAGAME vehicle->modelIndex = G_ModelIndex( va( "models/players/%s/model.glm", vehicle->model ) ); #else vehicle->modelIndex = trap_R_RegisterModel( va( "models/players/%s/model.glm", vehicle->model ) ); #endif } #ifndef _JK2MP //SP if ( vehicle->skin && vehicle->skin[0] ) { ratl::string_vs<256> skins(vehicle->skin); for (ratl::string_vs<256>::tokenizer i = skins.begin("|"); i!=skins.end(); i++) { //this will just turn off surfs if there is a *off shader on a surf, the skin will actually get thrown away when cgame starts gi.RE_RegisterSkin( va( "models/players/%s/model_%s.skin", vehicle->model, *i) ); //this is for the server-side call, it will propgate down to cgame with configstrings and register it at the same time as all the other skins for ghoul2 models G_SkinIndex( va( "models/players/%s/model_%s.skin", vehicle->model, *i) ); } } else { //this will just turn off surfs if there is a *off shader on a surf, the skin will actually get thrown away when cgame starts gi.RE_RegisterSkin( va( "models/players/%s/model_default.skin", vehicle->model) ); //this is for the server-side call, it will propgate down to cgame with configstrings and register it at the same time as all the other skins for ghoul2 models G_SkinIndex( va( "models/players/%s/model_default.skin", vehicle->model) ); } #else #ifndef QAGAME if ( vehicle->skin && vehicle->skin[0] ) { trap_R_RegisterSkin( va( "models/players/%s/model_%s.skin", vehicle->model, vehicle->skin) ); } #endif #endif //sanity check and clamp the vehicle's data BG_VehicleClampData( vehicle ); // Setup the shared function pointers. BG_SetSharedVehicleFunctions( vehicle ); //misc effects... FIXME: not even used in MP, are they? if ( vehicle->explosionDamage ) { #ifdef QAGAME G_EffectIndex( "ships/ship_explosion_mark" ); #elif CGAME trap_FX_RegisterEffect( "ships/ship_explosion_mark" ); #endif } if ( vehicle->flammable ) { #ifdef QAGAME G_SoundIndex( "sound/vehicles/common/fire_lp.wav" ); #elif CGAME trap_S_RegisterSound( "sound/vehicles/common/fire_lp.wav" ); #else trap_S_RegisterSound( "sound/vehicles/common/fire_lp.wav" ); #endif } if ( vehicle->hoverHeight > 0 ) { #ifndef _JK2MP G_EffectIndex( "ships/swoop_dust" ); #elif QAGAME G_EffectIndex( "ships/swoop_dust" ); #elif CGAME trap_FX_RegisterEffect( "ships/swoop_dust" ); #endif } #ifdef QAGAME G_EffectIndex( "volumetric/black_smoke" ); G_EffectIndex( "ships/fire" ); G_SoundIndex( "sound/vehicles/common/release.wav" ); #elif CGAME trap_R_RegisterShader( "gfx/menus/radar/bracket" ); trap_R_RegisterShaderNoMip( "gfx/menus/radar/asteroid" ); trap_S_RegisterSound( "sound/vehicles/common/impactalarm.wav" ); trap_S_RegisterSound( "sound/vehicles/common/linkweaps.wav" ); trap_S_RegisterSound( "sound/vehicles/common/release.wav" ); trap_FX_RegisterEffect("effects/ships/dest_burning.efx"); trap_FX_RegisterEffect("effects/ships/dest_destroyed.efx"); trap_FX_RegisterEffect( "volumetric/black_smoke" ); trap_FX_RegisterEffect( "ships/fire" ); trap_FX_RegisterEffect("ships/hyperspace_stars"); if ( vehicle->hideRider ) { trap_R_RegisterShaderNoMip( "gfx/menus/radar/circle_base" ); trap_R_RegisterShaderNoMip( "gfx/menus/radar/circle_base_frame" ); trap_R_RegisterShaderNoMip( "gfx/menus/radar/circle_base_shield" ); } #endif return (numVehicles++); } int VEH_VehicleIndexForName( const char *vehicleName ) { int v; if ( !vehicleName || !vehicleName[0] ) { Com_Printf( S_COLOR_RED"ERROR: Trying to read Vehicle with no name!\n" ); return VEHICLE_NONE; } for ( v = VEHICLE_BASE; v < numVehicles; v++ ) { if ( g_vehicleInfo[v].name && Q_stricmp( g_vehicleInfo[v].name, vehicleName ) == 0 ) {//already loaded this one return v; } } //haven't loaded it yet if ( v >= MAX_VEHICLES ) {//no more room! Com_Printf( S_COLOR_RED"ERROR: Too many Vehicles (max 64), aborting load on %s!\n", vehicleName ); return VEHICLE_NONE; } //we have room for another one, load it up and return the index //HMM... should we not even load the .veh file until we want to? v = VEH_LoadVehicle( vehicleName ); if ( v == VEHICLE_NONE ) { Com_Printf( S_COLOR_RED"ERROR: Could not find Vehicle %s!\n", vehicleName ); } return v; } void BG_VehWeaponLoadParms( void ) { int len, totallen, vehExtFNLen, mainBlockLen, fileCnt, i; char *holdChar, *marker; char vehWeaponExtensionListBuf[2048]; // The list of file names read in fileHandle_t f; char *tempReadBuffer; len = 0; //remember where to store the next one totallen = mainBlockLen = len; marker = VehWeaponParms+totallen; *marker = 0; //now load in the extra .veh extensions #ifdef _JK2MP fileCnt = trap_FS_GetFileList("ext_data/vehicles/weapons", ".vwp", vehWeaponExtensionListBuf, sizeof(vehWeaponExtensionListBuf) ); #else fileCnt = gi.FS_GetFileList("ext_data/vehicles/weapons", ".vwp", vehWeaponExtensionListBuf, sizeof(vehWeaponExtensionListBuf) ); #endif holdChar = vehWeaponExtensionListBuf; #ifdef _JK2MP tempReadBuffer = (char *)BG_TempAlloc(MAX_VEH_WEAPON_DATA_SIZE); #else tempReadBuffer = (char *)gi.Malloc( MAX_VEH_WEAPON_DATA_SIZE, TAG_G_ALLOC, qtrue ); #endif // NOTE: Not use TempAlloc anymore... //Make ABSOLUTELY CERTAIN that BG_Alloc/etc. is not used before //the subsequent BG_TempFree or the pool will be screwed. for ( i = 0; i < fileCnt; i++, holdChar += vehExtFNLen + 1 ) { vehExtFNLen = strlen( holdChar ); // Com_Printf( "Parsing %s\n", holdChar ); #ifdef _JK2MP len = trap_FS_FOpenFile(va( "ext_data/vehicles/weapons/%s", holdChar), &f, FS_READ); #else // len = gi.FS_ReadFile( va( "ext_data/vehicles/weapons/%s", holdChar), (void **) &buffer ); len = gi.FS_FOpenFile(va( "ext_data/vehicles/weapons/%s", holdChar), &f, FS_READ); #endif if ( len == -1 ) { Com_Printf( "error reading file\n" ); } else { #ifdef _JK2MP trap_FS_Read(tempReadBuffer, len, f); tempReadBuffer[len] = 0; #else gi.FS_Read(tempReadBuffer, len, f); tempReadBuffer[len] = 0; #endif // Don't let it end on a } because that should be a stand-alone token. if ( totallen && *(marker-1) == '}' ) { strcat( marker, " " ); totallen++; marker++; } if ( totallen + len >= MAX_VEH_WEAPON_DATA_SIZE ) { Com_Error(ERR_DROP, "Vehicle Weapon extensions (*.vwp) are too large" ); } strcat( marker, tempReadBuffer ); #ifdef _JK2MP trap_FS_FCloseFile( f ); #else gi.FS_FCloseFile( f ); #endif totallen += len; marker = VehWeaponParms+totallen; } } #ifdef _JK2MP BG_TempFree(MAX_VEH_WEAPON_DATA_SIZE); #else gi.Free(tempReadBuffer); tempReadBuffer = NULL; #endif } void BG_VehicleLoadParms( void ) {//HMM... only do this if there's a vehicle on the level? int len, totallen, vehExtFNLen, mainBlockLen, fileCnt, i; // const char *filename = "ext_data/vehicles.dat"; char *holdChar, *marker; char vehExtensionListBuf[2048]; // The list of file names read in fileHandle_t f; char *tempReadBuffer; len = 0; //remember where to store the next one totallen = mainBlockLen = len; marker = VehicleParms+totallen; *marker = 0; //now load in the extra .veh extensions #ifdef _JK2MP fileCnt = trap_FS_GetFileList("ext_data/vehicles", ".veh", vehExtensionListBuf, sizeof(vehExtensionListBuf) ); #else fileCnt = gi.FS_GetFileList("ext_data/vehicles", ".veh", vehExtensionListBuf, sizeof(vehExtensionListBuf) ); #endif holdChar = vehExtensionListBuf; #ifdef _JK2MP tempReadBuffer = (char *)BG_TempAlloc(MAX_VEHICLE_DATA_SIZE); #else tempReadBuffer = (char *)gi.Malloc( MAX_VEHICLE_DATA_SIZE, TAG_G_ALLOC, qtrue ); #endif // NOTE: Not use TempAlloc anymore... //Make ABSOLUTELY CERTAIN that BG_Alloc/etc. is not used before //the subsequent BG_TempFree or the pool will be screwed. for ( i = 0; i < fileCnt; i++, holdChar += vehExtFNLen + 1 ) { vehExtFNLen = strlen( holdChar ); // Com_Printf( "Parsing %s\n", holdChar ); #ifdef _JK2MP len = trap_FS_FOpenFile(va( "ext_data/vehicles/%s", holdChar), &f, FS_READ); #else // len = gi.FS_ReadFile( va( "ext_data/vehicles/%s", holdChar), (void **) &buffer ); len = gi.FS_FOpenFile(va( "ext_data/vehicles/%s", holdChar), &f, FS_READ); #endif if ( len == -1 ) { Com_Printf( "error reading file\n" ); } else { #ifdef _JK2MP trap_FS_Read(tempReadBuffer, len, f); tempReadBuffer[len] = 0; #else gi.FS_Read(tempReadBuffer, len, f); tempReadBuffer[len] = 0; #endif // Don't let it end on a } because that should be a stand-alone token. if ( totallen && *(marker-1) == '}' ) { strcat( marker, " " ); totallen++; marker++; } if ( totallen + len >= MAX_VEHICLE_DATA_SIZE ) { Com_Error(ERR_DROP, "Vehicle extensions (*.veh) are too large" ); } strcat( marker, tempReadBuffer ); #ifdef _JK2MP trap_FS_FCloseFile( f ); #else gi.FS_FCloseFile( f ); #endif totallen += len; marker = VehicleParms+totallen; } } #ifdef _JK2MP BG_TempFree(MAX_VEHICLE_DATA_SIZE); #else gi.Free(tempReadBuffer); tempReadBuffer = NULL; #endif numVehicles = 1;//first one is null/default //set the first vehicle to default data BG_VehicleSetDefaults( &g_vehicleInfo[VEHICLE_BASE] ); //sanity check and clamp the vehicle's data BG_VehicleClampData( &g_vehicleInfo[VEHICLE_BASE] ); // Setup the shared function pointers. BG_SetSharedVehicleFunctions( &g_vehicleInfo[VEHICLE_BASE] ); //Load the Vehicle Weapons data, too BG_VehWeaponLoadParms(); } int BG_VehicleGetIndex( const char *vehicleName ) { return (VEH_VehicleIndexForName( vehicleName )); } //We get the vehicle name passed in as modelname //with a $ in front of it. //we are expected to then get the model for the //vehicle and stomp over modelname with it. void BG_GetVehicleModelName(char *modelname) { char *vehName = &modelname[1]; int vIndex = BG_VehicleGetIndex(vehName); assert(modelname[0] == '$'); if (vIndex == VEHICLE_NONE) { Com_Error(ERR_DROP, "BG_GetVehicleModelName: couldn't find vehicle %s", vehName); } strcpy(modelname, g_vehicleInfo[vIndex].model); } void BG_GetVehicleSkinName(char *skinname) { char *vehName = &skinname[1]; int vIndex = BG_VehicleGetIndex(vehName); assert(skinname[0] == '$'); if (vIndex == VEHICLE_NONE) { Com_Error(ERR_DROP, "BG_GetVehicleSkinName: couldn't find vehicle %s", vehName); } if ( !g_vehicleInfo[vIndex].skin || !g_vehicleInfo[vIndex].skin[0] ) { skinname[0] = 0; } else { strcpy(skinname, g_vehicleInfo[vIndex].skin); } } #ifdef _JK2MP #ifndef WE_ARE_IN_THE_UI //so cgame can assign the function pointer for the vehicle attachment without having to //bother with all the other funcs that don't really exist cgame-side. extern int BG_GetTime(void); extern int trap_G2API_AddBolt(void *ghoul2, int modelIndex, const char *boneName); extern qboolean trap_G2API_GetBoltMatrix(void *ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix, const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, vec3_t scale); void AttachRidersGeneric( Vehicle_t *pVeh ) { // If we have a pilot, attach him to the driver tag. if ( pVeh->m_pPilot ) { mdxaBone_t boltMatrix; vec3_t yawOnlyAngles; bgEntity_t *parent = pVeh->m_pParentEntity; bgEntity_t *pilot = pVeh->m_pPilot; int crotchBolt = trap_G2API_AddBolt(parent->ghoul2, 0, "*driver"); assert(parent->playerState); VectorSet(yawOnlyAngles, 0, parent->playerState->viewangles[YAW], 0); // Get the driver tag. trap_G2API_GetBoltMatrix( parent->ghoul2, 0, crotchBolt, &boltMatrix, yawOnlyAngles, parent->playerState->origin, BG_GetTime(), NULL, parent->modelScale ); BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, pilot->playerState->origin ); } } #endif #include "../namespace_end.h" #endif // _JK2MP