jediacademy/code/game/WalkerNPC.c

574 lines
16 KiB
C

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