573 lines
16 KiB
C
573 lines
16 KiB
C
// leave this line at the top for all g_xxxx.cpp files...
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#include "g_headers.h"
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//seems to be a compiler bug, it doesn't clean out the #ifdefs between dif-compiles
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//or something, so the headers spew errors on these defs from the previous compile.
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//this fixes that. -rww
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#ifdef _JK2MP
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//get rid of all the crazy defs we added for this file
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#undef currentAngles
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#undef currentOrigin
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#undef mins
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#undef maxs
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#undef legsAnimTimer
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#undef torsoAnimTimer
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#undef bool
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#undef false
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#undef true
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#undef sqrtf
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#undef Q_flrand
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#undef MOD_EXPLOSIVE
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#endif
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#ifdef _JK2 //SP does not have this preprocessor for game like MP does
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#ifndef _JK2MP
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#define _JK2MP
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#endif
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#endif
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#ifndef _JK2MP //if single player
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#ifndef QAGAME //I don't think we have a QAGAME define
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#define QAGAME //but define it cause in sp we're always in the game
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#endif
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#endif
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#ifdef QAGAME //including game headers on cgame is FORBIDDEN ^_^
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#include "g_local.h"
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#elif defined _JK2MP
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#include "bg_public.h"
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#endif
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#ifndef _JK2MP
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#include "g_functions.h"
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#include "g_vehicles.h"
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#else
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#include "bg_vehicles.h"
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#endif
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#ifdef _JK2MP
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//this is really horrible, but it works! just be sure not to use any locals or anything
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//with these names (exluding bool, false, true). -rww
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#define currentAngles r.currentAngles
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#define currentOrigin r.currentOrigin
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#define mins r.mins
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#define maxs r.maxs
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#define legsAnimTimer legsTimer
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#define torsoAnimTimer torsoTimer
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#define bool qboolean
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#define false qfalse
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#define true qtrue
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#define sqrtf sqrt
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#define Q_flrand flrand
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#define MOD_EXPLOSIVE MOD_SUICIDE
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#else
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#define bgEntity_t gentity_t
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#endif
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#ifdef QAGAME //we only want a few of these functions for BG
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extern float DotToSpot( vec3_t spot, vec3_t from, vec3_t fromAngles );
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extern vmCvar_t cg_thirdPersonAlpha;
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extern vec3_t playerMins;
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extern vec3_t playerMaxs;
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extern cvar_t *g_speederControlScheme;
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extern void PM_SetAnim(pmove_t *pm,int setAnimParts,int anim,int setAnimFlags, int blendTime);
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extern int PM_AnimLength( int index, animNumber_t anim );
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extern void Vehicle_SetAnim(gentity_t *ent,int setAnimParts,int anim,int setAnimFlags, int iBlend);
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extern void G_Knockdown( gentity_t *self, gentity_t *attacker, const vec3_t pushDir, float strength, qboolean breakSaberLock );
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extern void G_VehicleTrace( trace_t *results, const vec3_t start, const vec3_t tMins, const vec3_t tMaxs, const vec3_t end, int passEntityNum, int contentmask );
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static void RegisterAssets( Vehicle_t *pVeh )
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{
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//atst uses turret weapon
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#ifdef _JK2MP
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RegisterItem(BG_FindItemForWeapon(WP_TURRET));
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#else
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// PUT SOMETHING HERE...
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#endif
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//call the standard RegisterAssets now
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g_vehicleInfo[VEHICLE_BASE].RegisterAssets( pVeh );
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}
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// Like a think or move command, this updates various vehicle properties.
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/*
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static bool Update( Vehicle_t *pVeh, const usercmd_t *pUcmd )
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{
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return g_vehicleInfo[VEHICLE_BASE].Update( pVeh, pUcmd );
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}
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*/
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// Board this Vehicle (get on). The first entity to board an empty vehicle becomes the Pilot.
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static bool Board( Vehicle_t *pVeh, bgEntity_t *pEnt )
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{
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if ( !g_vehicleInfo[VEHICLE_BASE].Board( pVeh, pEnt ) )
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return false;
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// Set the board wait time (they won't be able to do anything, including getting off, for this amount of time).
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pVeh->m_iBoarding = level.time + 1500;
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return true;
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}
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#endif //QAGAME
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#ifdef _JK2MP
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#include "../namespace_begin.h"
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#endif
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//MP RULE - ALL PROCESSMOVECOMMANDS FUNCTIONS MUST BE BG-COMPATIBLE!!!
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//If you really need to violate this rule for SP, then use ifdefs.
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//By BG-compatible, I mean no use of game-specific data - ONLY use
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//stuff available in the MP bgEntity (in SP, the bgEntity is #defined
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//as a gentity, but the MP-compatible access restrictions are based
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//on the bgEntity structure in the MP codebase) -rww
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// ProcessMoveCommands the Vehicle.
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static void ProcessMoveCommands( Vehicle_t *pVeh )
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{
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/************************************************************************************/
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/* BEGIN Here is where we move the vehicle (forward or back or whatever). BEGIN */
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/************************************************************************************/
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//Client sets ucmds and such for speed alterations
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float speedInc, speedIdleDec, speedIdle, speedIdleAccel, speedMin, speedMax;
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float fWalkSpeedMax;
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bgEntity_t *parent = pVeh->m_pParentEntity;
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#ifdef _JK2MP
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playerState_t *parentPS = parent->playerState;
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#else
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playerState_t *parentPS = &parent->client->ps;
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#endif
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speedIdleDec = pVeh->m_pVehicleInfo->decelIdle * pVeh->m_fTimeModifier;
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speedMax = pVeh->m_pVehicleInfo->speedMax;
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speedIdle = pVeh->m_pVehicleInfo->speedIdle;
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speedIdleAccel = pVeh->m_pVehicleInfo->accelIdle * pVeh->m_fTimeModifier;
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speedMin = pVeh->m_pVehicleInfo->speedMin;
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#ifdef _JK2MP
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if ( !parentPS->m_iVehicleNum )
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#else
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if ( !pVeh->m_pVehicleInfo->Inhabited( pVeh ) )
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#endif
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{//drifts to a stop
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speedInc = speedIdle * pVeh->m_fTimeModifier;
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VectorClear( parentPS->moveDir );
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//m_ucmd.forwardmove = 127;
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parentPS->speed = 0;
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}
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else
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{
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speedInc = pVeh->m_pVehicleInfo->acceleration * pVeh->m_fTimeModifier;
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}
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if ( parentPS->speed || parentPS->groundEntityNum == ENTITYNUM_NONE ||
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pVeh->m_ucmd.forwardmove || pVeh->m_ucmd.upmove > 0 )
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{
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if ( pVeh->m_ucmd.forwardmove > 0 && speedInc )
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{
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parentPS->speed += speedInc;
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}
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else if ( pVeh->m_ucmd.forwardmove < 0 )
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{
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if ( parentPS->speed > speedIdle )
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{
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parentPS->speed -= speedInc;
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}
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else if ( parentPS->speed > speedMin )
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{
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parentPS->speed -= speedIdleDec;
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}
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}
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// No input, so coast to stop.
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else if ( parentPS->speed > 0.0f )
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{
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parentPS->speed -= speedIdleDec;
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if ( parentPS->speed < 0.0f )
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{
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parentPS->speed = 0.0f;
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}
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}
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else if ( parentPS->speed < 0.0f )
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{
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parentPS->speed += speedIdleDec;
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if ( parentPS->speed > 0.0f )
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{
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parentPS->speed = 0.0f;
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}
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}
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}
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else
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{
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if ( pVeh->m_ucmd.forwardmove < 0 )
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{
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pVeh->m_ucmd.forwardmove = 0;
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}
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if ( pVeh->m_ucmd.upmove < 0 )
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{
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pVeh->m_ucmd.upmove = 0;
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}
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pVeh->m_ucmd.rightmove = 0;
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/*if ( !pVeh->m_pVehicleInfo->strafePerc
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|| (!g_speederControlScheme->value && !parent->s.number) )
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{//if in a strafe-capable vehicle, clear strafing unless using alternate control scheme
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pVeh->m_ucmd.rightmove = 0;
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}*/
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}
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fWalkSpeedMax = speedMax * 0.275f;
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if ( pVeh->m_ucmd.buttons & BUTTON_WALKING && parentPS->speed > fWalkSpeedMax )
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{
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parentPS->speed = fWalkSpeedMax;
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}
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else if ( parentPS->speed > speedMax )
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{
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parentPS->speed = speedMax;
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}
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else if ( parentPS->speed < speedMin )
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{
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parentPS->speed = speedMin;
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}
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/********************************************************************************/
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/* END Here is where we move the vehicle (forward or back or whatever). END */
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/********************************************************************************/
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}
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#ifdef _JK2MP
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extern void FighterYawAdjust(Vehicle_t *pVeh, playerState_t *riderPS, playerState_t *parentPS); //FighterNPC.c
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extern void FighterPitchAdjust(Vehicle_t *pVeh, playerState_t *riderPS, playerState_t *parentPS); //FighterNPC.c
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#endif
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//MP RULE - ALL PROCESSORIENTCOMMANDS FUNCTIONS MUST BE BG-COMPATIBLE!!!
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//If you really need to violate this rule for SP, then use ifdefs.
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//By BG-compatible, I mean no use of game-specific data - ONLY use
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//stuff available in the MP bgEntity (in SP, the bgEntity is #defined
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//as a gentity, but the MP-compatible access restrictions are based
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//on the bgEntity structure in the MP codebase) -rww
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// ProcessOrientCommands the Vehicle.
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static void ProcessOrientCommands( Vehicle_t *pVeh )
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{
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/********************************************************************************/
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/* BEGIN Here is where make sure the vehicle is properly oriented. BEGIN */
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/********************************************************************************/
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float speed;
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bgEntity_t *parent = pVeh->m_pParentEntity;
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playerState_t *parentPS, *riderPS;
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#ifdef _JK2MP
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bgEntity_t *rider = NULL;
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if (parent->s.owner != ENTITYNUM_NONE)
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{
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rider = PM_BGEntForNum(parent->s.owner); //&g_entities[parent->r.ownerNum];
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}
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#else
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gentity_t *rider = parent->owner;
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#endif
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#ifdef _JK2MP
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if ( !rider )
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#else
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if ( !rider || !rider->client )
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#endif
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{
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rider = parent;
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}
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#ifdef _JK2MP
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parentPS = parent->playerState;
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riderPS = rider->playerState;
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#else
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parentPS = &parent->client->ps;
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riderPS = &rider->client->ps;
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#endif
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speed = VectorLength( parentPS->velocity );
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// If the player is the rider...
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if ( rider->s.number < MAX_CLIENTS )
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{//FIXME: use the vehicle's turning stat in this calc
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#ifdef _JK2MP
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FighterYawAdjust(pVeh, riderPS, parentPS);
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//FighterPitchAdjust(pVeh, riderPS, parentPS);
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pVeh->m_vOrientation[PITCH] = riderPS->viewangles[PITCH];
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#else
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pVeh->m_vOrientation[YAW] = riderPS->viewangles[YAW];
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pVeh->m_vOrientation[PITCH] = riderPS->viewangles[PITCH];
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#endif
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}
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else
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{
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float turnSpeed = pVeh->m_pVehicleInfo->turningSpeed;
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if ( !pVeh->m_pVehicleInfo->turnWhenStopped
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&& !parentPS->speed )//FIXME: or !pVeh->m_ucmd.forwardmove?
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{//can't turn when not moving
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//FIXME: or ramp up to max turnSpeed?
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turnSpeed = 0.0f;
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}
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#ifdef _JK2MP
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if (rider->s.eType == ET_NPC)
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#else
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if ( !rider || rider->NPC )
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#endif
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{//help NPCs out some
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turnSpeed *= 2.0f;
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#ifdef _JK2MP
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if (parentPS->speed > 200.0f)
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#else
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if ( parent->client->ps.speed > 200.0f )
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#endif
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{
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turnSpeed += turnSpeed * parentPS->speed/200.0f*0.05f;
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}
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}
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turnSpeed *= pVeh->m_fTimeModifier;
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//default control scheme: strafing turns, mouselook aims
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if ( pVeh->m_ucmd.rightmove < 0 )
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{
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pVeh->m_vOrientation[YAW] += turnSpeed;
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}
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else if ( pVeh->m_ucmd.rightmove > 0 )
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{
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pVeh->m_vOrientation[YAW] -= turnSpeed;
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}
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if ( pVeh->m_pVehicleInfo->malfunctionArmorLevel && pVeh->m_iArmor <= pVeh->m_pVehicleInfo->malfunctionArmorLevel )
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{//damaged badly
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}
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}
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/********************************************************************************/
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/* END Here is where make sure the vehicle is properly oriented. END */
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/********************************************************************************/
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}
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#ifdef QAGAME //back to our game-only functions
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// This function makes sure that the vehicle is properly animated.
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static void AnimateVehicle( Vehicle_t *pVeh )
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{
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animNumber_t Anim = BOTH_STAND1;
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int iFlags = SETANIM_FLAG_NORMAL, iBlend = 300;
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gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
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float fSpeedPercToMax;
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// We're dead (boarding is reused here so I don't have to make another variable :-).
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if ( parent->health <= 0 )
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{
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if ( pVeh->m_iBoarding != -999 ) // Animate the death just once!
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{
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pVeh->m_iBoarding = -999;
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iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
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// FIXME! Why do you keep repeating over and over!!?!?!? Bastard!
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//Vehicle_SetAnim( parent, SETANIM_LEGS, BOTH_VT_DEATH1, iFlags, iBlend );
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}
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return;
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}
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// Following is redundant to g_vehicles.c
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// if ( pVeh->m_iBoarding )
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// {
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// //we have no boarding anim
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// if (pVeh->m_iBoarding < level.time)
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// { //we are on now
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// pVeh->m_iBoarding = 0;
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// }
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// else
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// {
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// return;
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// }
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// }
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// Percentage of maximum speed relative to current speed.
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//float fSpeed = VectorLength( client->ps.velocity );
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fSpeedPercToMax = parent->client->ps.speed / pVeh->m_pVehicleInfo->speedMax;
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// If we're moving...
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if ( fSpeedPercToMax > 0.0f ) //fSpeedPercToMax >= 0.85f )
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{
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float fYawDelta;
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iBlend = 300;
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iFlags = SETANIM_FLAG_OVERRIDE;
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fYawDelta = pVeh->m_vPrevOrientation[YAW] - pVeh->m_vOrientation[YAW];
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// NOTE: Mikes suggestion for fixing the stuttering walk (left/right) is to maintain the
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// current frame between animations. I have no clue how to do this and have to work on other
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// stuff so good luck to him :-p AReis
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// If we're walking (or our speed is less than .275%)...
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if ( ( pVeh->m_ucmd.buttons & BUTTON_WALKING ) || fSpeedPercToMax < 0.275f )
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{
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// Make them lean if we're turning.
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/*if ( fYawDelta < -0.0001f )
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{
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Anim = BOTH_VT_WALK_FWD_L;
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}
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else if ( fYawDelta > 0.0001 )
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{
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Anim = BOTH_VT_WALK_FWD_R;
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}
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else*/
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{
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Anim = BOTH_WALK1;
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}
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}
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// otherwise we're running.
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else
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{
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// Make them lean if we're turning.
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/*if ( fYawDelta < -0.0001f )
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{
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Anim = BOTH_VT_RUN_FWD_L;
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}
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else if ( fYawDelta > 0.0001 )
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{
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Anim = BOTH_VT_RUN_FWD_R;
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}
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else*/
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{
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Anim = BOTH_RUN1;
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}
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}
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}
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else
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{
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// Going in reverse...
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if ( fSpeedPercToMax < -0.018f )
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{
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iFlags = SETANIM_FLAG_NORMAL;
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Anim = BOTH_WALKBACK1;
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iBlend = 500;
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}
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else
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{
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//int iChance = Q_irand( 0, 20000 );
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// Every once in a while buck or do a different idle...
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iFlags = SETANIM_FLAG_NORMAL | SETANIM_FLAG_RESTART | SETANIM_FLAG_HOLD;
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iBlend = 600;
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#ifdef _JK2MP
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if (parent->client->ps.m_iVehicleNum)
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#else
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if ( pVeh->m_pVehicleInfo->Inhabited( pVeh ) )
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#endif
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{//occupado
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Anim = BOTH_STAND1;
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}
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else
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{//wide open for you, baby
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Anim = BOTH_STAND2;
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}
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}
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}
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Vehicle_SetAnim( parent, SETANIM_LEGS, Anim, iFlags, iBlend );
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}
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//rwwFIXMEFIXME: This is all going to have to be predicted I think, or it will feel awful
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//and lagged
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#endif //QAGAME
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#ifndef QAGAME
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void AttachRidersGeneric( Vehicle_t *pVeh );
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#endif
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//on the client this function will only set up the process command funcs
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void G_SetWalkerVehicleFunctions( vehicleInfo_t *pVehInfo )
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{
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#ifdef QAGAME
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pVehInfo->AnimateVehicle = AnimateVehicle;
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// pVehInfo->AnimateRiders = AnimateRiders;
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// pVehInfo->ValidateBoard = ValidateBoard;
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// pVehInfo->SetParent = SetParent;
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// pVehInfo->SetPilot = SetPilot;
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// pVehInfo->AddPassenger = AddPassenger;
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// pVehInfo->Animate = Animate;
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pVehInfo->Board = Board;
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// pVehInfo->Eject = Eject;
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// pVehInfo->EjectAll = EjectAll;
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// pVehInfo->StartDeathDelay = StartDeathDelay;
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// pVehInfo->DeathUpdate = DeathUpdate;
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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
|