836 lines
23 KiB
C++
836 lines
23 KiB
C++
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// VehicleDriver.cpp
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//
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// Copyright 2002-2004 Raven Software
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//----------------------------------------------------------------
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#include "../../idlib/precompiled.h"
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#pragma hdrstop
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#include "../Game_local.h"
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#include <cfloat>
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const idEventDef VD_ChoosePathTarget( "choosePathTarget", "e", 'e' );
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const idEventDef EV_FollowOffset( "followOffset", "v" );
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const idEventDef EV_FireWeapon ( "fireWeapon", "ff" );
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CLASS_DECLARATION( idActor, rvVehicleDriver )
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EVENT( EV_PostSpawn , rvVehicleDriver::Event_PostSpawn )
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EVENT( AI_EnterVehicle , rvVehicleDriver::Event_EnterVehicle )
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EVENT( AI_ExitVehicle , rvVehicleDriver::Event_ExitVehicle )
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EVENT( AI_ScriptedMove , rvVehicleDriver::Event_ScriptedMove )
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EVENT( AI_ScriptedDone , rvVehicleDriver::Event_ScriptedDone )
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EVENT( AI_ScriptedStop , rvVehicleDriver::Event_ScriptedStop )
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EVENT( EV_Activate , rvVehicleDriver::Event_Trigger )
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EVENT( EV_Speed , rvVehicleDriver::Event_SetSpeed )
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EVENT( EV_FireWeapon , rvVehicleDriver::Event_FireWeapon )
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EVENT( AI_FaceEntity , rvVehicleDriver::Event_FaceEntity )
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EVENT( AI_LookAt , rvVehicleDriver::Event_LookAt )
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EVENT( AI_SetLeader , rvVehicleDriver::Event_SetLeader )
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//twhitaker: remove - begin
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EVENT( EV_FollowOffset , rvVehicleDriver::Event_SetFollowOffset )
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//twhitaker: remove - end
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END_CLASS
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/*
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================
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rvVehicleDriver::rvVehicleDriver
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================
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*/
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rvVehicleDriver::rvVehicleDriver ( void ) {
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}
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/*
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================
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rvVehicleDriver::Spawn
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================
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*/
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void rvVehicleDriver::Spawn ( void ) {
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currentThrottle = 1.0f;
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faceTarget = NULL;
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lookTarget = NULL;
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leader = NULL;
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leaderFlags = 0;
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decelDistance = 0.0f;
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minDistance = 0.0f;
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fireEndTime = 0.0f;
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isMoving = false;
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avoidingLeader = false;
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pathingMode = VDPM_Random;
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pathingOrigin = vec3_origin;
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pathingEntity = NULL;
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SIMDProcessor->Memset( &pathTargetInfo, 0, sizeof( PathTargetInfo ) );
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SIMDProcessor->Memset( &lastPathTargetInfo, 0, sizeof( PathTargetInfo ) );
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PostEventMS( &EV_PostSpawn, 0 );
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}
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/*
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================
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rvVehicleDriver::Think
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================
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*/
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void rvVehicleDriver::Think ( void ) {
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if ( !IsDriving() ) {
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if ( leader ) {
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leader->SetLeaderHint( VDLH_Continue );
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leader = NULL;
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}
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return;
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}
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if ( pathTargetInfo.node ) {
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float targetDistance = 0.0f;
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float dotForward = 0.0f;
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float dotRight = 0.0f;
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float desiredThrottle = 1.0f;
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idEntity* currentPathTarget = pathTargetInfo.node;
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rvVehicle* vehicle = vehicleController.GetVehicle();
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idMat3 vehicleAxis = vehicle->GetAxis();
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idVec3 targetOrigin;
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idVec3 dirToTarget;
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usercmd_t cmd;
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idAngles ang;
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// We may want to hack the auto correction variable based on what the state of the driver and the driver's leader.
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UpdateAutoCorrection();
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if ( vehicle->IsAutoCorrecting( ) ) {
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if ( lastPathTargetInfo.node ) {
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currentPathTarget = lastPathTargetInfo.node;
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}
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if ( g_debugVehicleDriver.GetInteger() != 0 ) {
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gameRenderWorld->DebugBounds( colorCyan, vehicle->GetPhysics()->GetAbsBounds().Expand( 30 ) );
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}
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}
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// Touch all the triggers that the vehicle touches
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vehicle->TouchTriggers();
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GetTargetInfo( currentPathTarget, &targetOrigin, &dirToTarget, &dotForward, &dotRight, &targetDistance );
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// The primary purpose of the following portions of code is to set the desiredThrottle variable.
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if ( IsMoving() ) {
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// if we're slowing down lerp throttle.
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if ( pathTargetInfo.throttle < lastPathTargetInfo.throttle ) {
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desiredThrottle = idMath::Lerp( lastPathTargetInfo.throttle, pathTargetInfo.throttle, targetDistance / pathTargetInfo.initialDistance );
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} else {
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// otherwise accelerate rapidly or maintain throttle.
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desiredThrottle = pathTargetInfo.throttle;
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}
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// we could potentially be a leader, so check the leader flags
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if ( leaderFlags & VDLH_SlowDown ) {
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desiredThrottle = 0.1f;
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} else if ( leaderFlags & VDLH_Wait ) {
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desiredThrottle = 0.0f;
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}
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// if we're following a someone ...
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if ( leader ) {
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bool canSeeLeader = vehicle->CanSee( leader->vehicleController.GetVehicle(), false );
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float distanceToLeader = ( leader->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin() ).Length();
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avoidingLeader = false;
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// update the leaders flags based on distance and visibility
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if ( !canSeeLeader ) {
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// if we can't see the leader, tell him to stop
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leader->SetLeaderHint( VDLH_Wait );
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} else if ( distanceToLeader > decelDistance ) {
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// if we're too far from the leader, tell him to slow down
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leader->SetLeaderHint( VDLH_SlowDown );
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} else {
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// we're within range of the leader so let him move along at a normal rate
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leader->SetLeaderHint( VDLH_Continue );
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// if we're too close to the leader, we need to slow ourself down
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if ( distanceToLeader < minDistance ) {
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desiredThrottle = -0.2f;
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avoidingLeader = true;
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}
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}
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}
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// the desiredThrottle variable should be set at this point, the only other thing that could change it
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// would be in SimulateKeys, if the dotForward < 0.
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}
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vehicleController.GetInput( cmd, ang );
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// Simulate Input
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SimulateKeys( cmd, dotForward, dotRight, desiredThrottle * currentThrottle, targetDistance );
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SimulateMouseMove( cmd );
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SimulateButtons( cmd );
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vehicleController.SetInput( cmd, ang );
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// Node Transition
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if( (!vehicle->IsAutoCorrecting() || !IsValidPathNode( currentPathTarget )) && isMoving ) {
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idVec3 point = targetOrigin - dirToTarget * pathTargetInfo.minDistance;
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if( vehicle->GetPhysics()->GetAbsBounds().ContainsPoint( point ) ) {
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int numTargets = NumValidTargets( currentPathTarget );
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lastPathTargetInfo = pathTargetInfo;
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//TODO: ponder - should I be setting lastPathTargetInfo.node to pathTargetInfo.node or currentPathTarget???
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if( numTargets ) {
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Event_ScriptedMove( ChooseNextNode( currentPathTarget ), 0, 0 );
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}
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if( lastPathTargetInfo.exitVehicle ) {
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Event_ExitVehicle( true );
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} else if( lastPathTargetInfo.throttle == 0 || !numTargets ) {
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Event_ScriptedStop();
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if( !numTargets ) {
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pathTargetInfo.node = NULL;
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}
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}
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// Debug Output
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if ( g_debugVehicleDriver.GetInteger( ) != 0 ) {
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gameRenderWorld->DebugBounds( colorRed, idBounds(idVec3(-5, -5, -5), idVec3(5, 5, 5)), point );
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}
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}
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}
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} else { // no path
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float dotForward;
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float dotRight;
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usercmd_t cmd;
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idAngles ang;
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vehicleController.GetInput( cmd, ang );
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if ( GetTargetInfo( faceTarget, NULL, NULL, &dotForward, &dotRight, NULL) ) {
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if( ( 1.0f - dotForward ) < VECTOR_EPSILON ) {
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Event_ScriptedStop();
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} else {
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SimulateKeys( cmd, dotForward, dotRight, 0.0f );
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}
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}
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SimulateMouseMove( cmd );
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SimulateButtons( cmd );
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vehicleController.SetInput( cmd, ang );
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}
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}
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/*
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================
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rvVehicleDriver::GetTargetInfo
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================
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*/
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bool rvVehicleDriver::GetTargetInfo( const idEntity* target, idVec3* targetOrigin, idVec3* dirToTarget, float* dotForward, float* dotRight, float* distance ) const {
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if( !target || !IsDriving() ) {
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return false;
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}
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idMat3 vehicleAxis = vehicleController.GetVehicle()->GetAxis();
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idVec3 vehicleOrigin = vehicleController.GetVehicle()->GetOrigin();
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idVec3 forward = vehicleAxis[ 0 ];
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idVec3 localTargetOrigin = target->GetPhysics()->GetOrigin();
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localTargetOrigin.z = vehicleOrigin.z;// Find way to include vehicleAxis here
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idVec3 vectorToTarget = localTargetOrigin - vehicleOrigin;
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idVec3 localDirToTarget = vectorToTarget;
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float distToTarget = localDirToTarget.Normalize();
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if( targetOrigin ) {
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*targetOrigin = localTargetOrigin;
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}
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if( dirToTarget ) {
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*dirToTarget = localDirToTarget;
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}
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if( distance ) {
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*distance = distToTarget;
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}
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if( dotForward ) {
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*dotForward = localDirToTarget * forward;
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}
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if( dotRight ) {
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*dotRight = localDirToTarget * vehicleAxis[ 1 ];
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}
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// Debug help
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if ( g_debugVehicleDriver.GetInteger( ) != 0 ) {
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idStr temp;
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const idVec3 & origin = GetPhysics()->GetOrigin();
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gameRenderWorld->DebugLine( colorBlue, origin, target->GetPhysics()->GetOrigin() );
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gameRenderWorld->DebugBounds( colorBlue, GetPhysics()->GetAbsBounds() );
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gameRenderWorld->DebugBounds( colorBlue, target->GetPhysics()->GetBounds(), target->GetPhysics()->GetOrigin() );
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gameRenderWorld->DrawText( target->GetName(), vehicleOrigin + vectorToTarget + vehicleAxis[2] * 5.0f, 1.0f, colorBlue, gameLocal.GetLocalPlayer()->viewAxis );
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gameRenderWorld->DrawText( idStr( "State: " ) + LeaderHintsString( leaderFlags, temp ), origin, 1.0f, colorBlue, gameLocal.GetLocalPlayer()->viewAxis );
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if ( vehicleController.GetVehicle()->IsAutoCorrecting() ) {
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gameRenderWorld->DebugBounds( colorPurple, vehicleController.GetVehicle()->GetPhysics()->GetAbsBounds() );
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gameRenderWorld->DrawText( "Auto-Correcting", vehicleOrigin, 1.0f, colorPurple, gameLocal.GetLocalPlayer()->viewAxis );
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}
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if ( pathTargetInfo.node && g_debugVehicleDriver.GetInteger( ) == 2 ) {
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gameRenderWorld->DebugBounds( colorOrange, pathTargetInfo.node->GetPhysics()->GetBounds() );
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for ( int ix = 0; ix < pathTargetInfo.node->targets.Num(); ix++ ) {
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gameRenderWorld->DebugLine( colorOrange, pathTargetInfo.node->GetPhysics()->GetOrigin(), pathTargetInfo.node->targets[ ix ]->GetPhysics()->GetOrigin(), 0, true );
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}
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}
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if ( leader ) {
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idVec4 & color = colorGreen;
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if ( leader->GetLeaderHint() & VDLH_SlowDown ) {
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color = colorYellow;
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} else if ( leader->GetLeaderHint() & VDLH_Wait ) {
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color = colorRed;
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}
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idStr str = idStr( "decel_distance: " ) + idStr( decelDistance ) + idStr( "\nmin_distance: " ) + idStr( minDistance );
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gameRenderWorld->DrawText( str, leader->GetPhysics()->GetOrigin(), 1.0f, color, gameLocal.GetLocalPlayer()->viewAxis, 1, 0, true );
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gameRenderWorld->DebugLine( color, GetPhysics()->GetOrigin(), leader->GetPhysics()->GetOrigin(), 0, true );
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gameRenderWorld->DebugBounds( color, leader->vehicleController.GetVehicle()->GetPhysics()->GetAbsBounds(), vec3_origin, 0, true );
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gameRenderWorld->DebugCircle( color, leader->GetPhysics()->GetOrigin(), idVec3( 0, 0, 1 ), decelDistance, 10, 0, true );
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gameRenderWorld->DebugCircle( color, leader->GetPhysics()->GetOrigin(), idVec3( 0, 0, 1 ), minDistance, 10, 0, true );
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}
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}
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return true;
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}
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/*
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================
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rvVehicleDriver::ChooseNextNode
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================
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*/
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idEntity* rvVehicleDriver::ChooseNextNode( idEntity* target ) {
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if( !target ) {
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return NULL;
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}
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if( func.Init( target->spawnArgs.GetString( "call_nextNode" )) <= 0 ) {
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idEntity * best = NULL;
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float bestDist;
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switch ( pathingMode ) {
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case VDPM_MoveTo:
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bestDist = FLT_MAX;
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for ( int i = target->targets.Num() - 1; i; i -- ) {
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float distance = ( target->targets[ i ]->GetPhysics()->GetOrigin() - pathingOrigin ).LengthSqr();
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if ( bestDist > distance ) {
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bestDist = distance;
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best = target->targets[ i ];
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}
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}
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break;
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case VDPM_MoveAway:
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bestDist = FLT_MIN;
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for ( int i = target->targets.Num() - 1; i; i -- ) {
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float distance = ( target->targets[ i ]->GetPhysics()->GetOrigin() - pathingOrigin ).LengthSqr();
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if ( bestDist < distance ) {
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bestDist = distance;
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best = target->targets[ i ];
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}
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}
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case VDPM_Custom:
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if ( pathingEntity ) {
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// best = pathingCallback( target );
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pathingEntity->ProcessEvent( &VD_ChoosePathTarget, target );
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best = gameLocal.program.GetReturnedEntity();
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}
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}
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return ( best ) ? best : RandomValidTarget( target );
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}
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func.InsertEntity( this, 0 );
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func.CallFunc( &spawnArgs );
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func.RemoveIndex( 0 );
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return ( func.ReturnsAVal()) ? gameLocal.FindEntity( spawnArgs.GetString( func.GetReturnKey() )) : const_cast<idEntity*>( target );
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}
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/*
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================
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rvVehicleDriver::SimulateButtons
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================
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*/
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void rvVehicleDriver::SimulateButtons( usercmd_t& cmd ) {
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cmd.buttons = (fireEndTime >= gameLocal.time) ? BUTTON_ATTACK : 0;
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}
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/*
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================
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rvVehicleDriver::SimulateMouseMove
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================
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*/
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void rvVehicleDriver::SimulateMouseMove( usercmd_t& cmd ) {
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idVec3 origin;
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idMat3 axis;
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idVec3 vectorToTarget;
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idAngles anglesToTarget;
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idAngles turretAngles;
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idAngles deltaAngles;
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if( !lookTarget ) {
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for( int ix = 0; ix < 3; ++ix ) {
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cmd.angles[ix] = 0;
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}
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return;
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}
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vehicleController.GetEyePosition( origin, axis );
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vectorToTarget = (lookTarget->GetPhysics()->GetOrigin() - origin).ToNormal();
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anglesToTarget = vectorToTarget.ToAngles().Normalize360();
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turretAngles = (axis[0]).ToAngles().Normalize360();
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deltaAngles = (anglesToTarget - turretAngles).Normalize180();
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for( int ix = 0; ix < deltaAngles.GetDimension(); ++ix ) {
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cmd.angles[ix] += ANGLE2SHORT( deltaAngles[ix] );
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}
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// Debug Output
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if( g_debugVehicleDriver.GetInteger( ) != 0 ) {
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gameRenderWorld->DebugLine( colorGreen, origin, origin + anglesToTarget.ToForward() * 100.0f, 17, true );
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gameRenderWorld->DebugLine( colorYellow, origin, origin + turretAngles.ToForward() * 100.0f, 17, true );
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}
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}
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/*
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================
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rvVehicleDriver::SimulateKeys
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================
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*/
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void rvVehicleDriver::SimulateKeys( usercmd_t& cmd, float dotForward, float dotRight, float speed, float distance ) {
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rvVehicle * vehicle = vehicleController.GetVehicle();
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if( !vehicle ) {
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cmd.forwardmove = 0;
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cmd.rightmove = 0;
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return;
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}
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cmd.forwardmove = static_cast< signed char >( (!vehicle->IsAutoCorrecting() ? 127.0f : forwardThrustScale) * dotForward * speed );
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cmd.rightmove = static_cast< signed char >( ( ( dotForward < 0.0f ) ? rightThrustScale : -rightThrustScale ) * dotRight );
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}
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/*
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================
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rvVehicleDriver::SortValid
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================
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*/
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int rvVehicleDriver::SortValid( const void* a, const void* b ) {
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idEntityPtr<idEntity> A = *(idEntityPtr<idEntity>*)a;
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idEntityPtr<idEntity> B = *(idEntityPtr<idEntity>*)b;
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return rvVehicleDriver::IsValidTarget( B ) - rvVehicleDriver::IsValidTarget( A );
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}
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/*
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================
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rvVehicleDriver::SortTargetList
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================
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*/
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int rvVehicleDriver::SortTargetList( idEntity* ent ) const {
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if( !ent ) {
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return 0;
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}
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int numValidEntities = 0;
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idEntity * target;
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ent->RemoveNullTargets();
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qsort( ent->targets.Ptr(), NumTargets( ent ), ent->targets.TypeSize(), rvVehicleDriver::SortValid );
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for( int ix = NumTargets( ent ) - 1; ix >= 0; --ix ) {
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target = GetTarget( ent, ix );
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if( IsValidTarget( target ) ) {
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++numValidEntities;
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}
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}
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return numValidEntities;
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}
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/*
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================
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rvVehicleDriver::RandomValidTarget
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================
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*/
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idEntity* rvVehicleDriver::RandomValidTarget( idEntity* ent ) const {
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int numValid = NumValidTargets( ent );
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return (!numValid) ? NULL : ent->targets[ rvRandom::irand(0, numValid - 1) ];
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}
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/*
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================
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rvVehicleDriver::NumValidTargets
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================
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*/
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int rvVehicleDriver::NumValidTargets( idEntity* ent ) const {
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return SortTargetList(ent);
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}
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/*
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================
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rvVehicleDriver::NumTargets
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================
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*/
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int rvVehicleDriver::NumTargets( const idEntity* ent ) const {
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return (ent) ? ent->targets.Num() : 0;
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}
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/*
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================
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rvVehicleDriver::GetTarget
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================
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*/
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idEntity* rvVehicleDriver::GetTarget( const idEntity* ent, int index ) const {
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return (ent) ? ent->targets[index] : NULL;
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}
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/*
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================
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|
rvVehicleDriver::IsValidPathNode
|
|
================
|
|
*/
|
|
bool rvVehicleDriver::IsValidPathNode( const idEntity* ent ) {
|
|
if( !ent ) {
|
|
return false;
|
|
}
|
|
|
|
return ent->IsType( idTarget::GetClassType() );
|
|
}
|
|
|
|
/*
|
|
================
|
|
rvVehicleDriver::IsValidTarget
|
|
================
|
|
*/
|
|
bool rvVehicleDriver::IsValidTarget( const idEntity* ent ) {
|
|
return IsValidPathNode( ent ) || ent->IsType( rvVehicle::GetClassType() ) || ent->IsType( idPlayer::GetClassType() );
|
|
}
|
|
|
|
/*
|
|
================
|
|
rvVehicleDriver::SetLeader
|
|
================
|
|
*/
|
|
bool rvVehicleDriver::SetLeader( idEntity* ent ) {
|
|
if ( !ent || !ent->IsType( rvVehicleDriver::GetClassType() ) ) {
|
|
return false;
|
|
}
|
|
|
|
leader = static_cast<rvVehicleDriver*>( ent );
|
|
minDistance = leader->spawnArgs.GetFloat( "min_distance", "500" );
|
|
idStr decel_distance( minDistance * 3.0f );
|
|
decelDistance = leader->spawnArgs.GetFloat( "decel_distance", decel_distance );
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
rvVehicleDriver::Event_PostSpawn
|
|
================
|
|
*/
|
|
void rvVehicleDriver::Event_PostSpawn ( void ) {
|
|
for ( int i = targets.Num() - 1; i >= 0; i-- ) {
|
|
idEntity * ent = targets[ i ].GetEntity();
|
|
if ( ent->IsType( rvVehicle::GetClassType() ) ) {
|
|
Event_EnterVehicle( ent );
|
|
}
|
|
}
|
|
|
|
for ( int i = targets.Num() - 1; i >= 0; i-- ) {
|
|
idEntity * ent = targets[ i ].GetEntity();
|
|
if ( ent->IsType( idTarget::GetClassType() ) ) {
|
|
Event_ScriptedMove( ent, 0, 0 );
|
|
}
|
|
if ( ent->IsType( rvVehicleDriver::GetClassType() ) ) {
|
|
SetLeader( ent );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
rvVehicleDriver::Event_EnterVehicle
|
|
================
|
|
*/
|
|
void rvVehicleDriver::Event_EnterVehicle ( idEntity * vehicle ) {
|
|
if ( vehicle ) {
|
|
forwardThrustScale = vehicle->spawnArgs.GetFloat( "driver_forward_thrust", ".75" ) * 127.0f;
|
|
rightThrustScale = vehicle->spawnArgs.GetFloat( "driver_right_thrust", "1" ) * 127.0f;
|
|
|
|
EnterVehicle( vehicle );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
rvVehicleDriver::Event_ExitVehicle
|
|
================
|
|
*/
|
|
void rvVehicleDriver::Event_ExitVehicle( bool force ) {
|
|
Event_ScriptedStop();
|
|
|
|
if( vehicleController.GetVehicle() && force && !ExitVehicle(force) ) {
|
|
vehicleController.GetVehicle()->RemoveDriver( vehicleController.GetPosition(), force );
|
|
}
|
|
|
|
pathTargetInfo.node = NULL;
|
|
faceTarget = NULL;
|
|
lookTarget = NULL;
|
|
leader = NULL;
|
|
}
|
|
|
|
/*
|
|
================
|
|
rvVehicleDriver::Event_ScriptedMove
|
|
================
|
|
*/
|
|
void rvVehicleDriver::Event_ScriptedMove( idEntity *target, float minDist, bool exitVehicle ) {
|
|
isMoving = false;
|
|
|
|
if( !target ) {
|
|
return;
|
|
}
|
|
|
|
if( IsValidTarget( target ) ) {
|
|
isMoving = true;
|
|
faceTarget = NULL;
|
|
pathTargetInfo.node = target;
|
|
pathTargetInfo.initialDistance = ( target->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin() ).Length();
|
|
|
|
if ( !target->IsType( idPlayer::GetClassType() ) ) {
|
|
pathTargetInfo.minDistance = target->spawnArgs.GetFloat( "min_distance", va("%f", Max(200.0f, minDist)) );
|
|
pathTargetInfo.throttle = idMath::ClampFloat( 0.0f, 1.0f, target->spawnArgs.GetFloat( "throttle", "1" ) );
|
|
pathTargetInfo.exitVehicle = target->spawnArgs.GetBool( "exit_vehicle", exitVehicle ? "1" : "0" );
|
|
|
|
if( pathTargetInfo.exitVehicle ) {
|
|
pathTargetInfo.throttle = 0.0f;
|
|
}
|
|
} else {
|
|
pathTargetInfo.minDistance = minDist;
|
|
pathTargetInfo.throttle = 1.0f;
|
|
pathTargetInfo.exitVehicle = false;
|
|
}
|
|
|
|
} else {
|
|
SIMDProcessor->Memset( &pathTargetInfo, 0, sizeof( PathTargetInfo ) );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
rvVehicleDriver::Event_ScriptedDone
|
|
================
|
|
*/
|
|
void rvVehicleDriver::Event_ScriptedDone( void ) {
|
|
idThread::ReturnFloat( !IsMoving() );
|
|
}
|
|
|
|
/*
|
|
================
|
|
rvVehicleDriver::Event_ScriptedStop
|
|
================
|
|
*/
|
|
void rvVehicleDriver::Event_ScriptedStop( void ) {
|
|
if( IsDriving() ) {
|
|
usercmd_t cmd = { 0 };
|
|
|
|
vehicleController.SetInput( cmd, ang_zero );
|
|
|
|
if( pathTargetInfo.node ) {
|
|
if( func.Init( pathTargetInfo.node->spawnArgs.GetString( "call_doneMoving" )) > 0 ) {
|
|
func.InsertEntity( this, 0 );
|
|
func.CallFunc( &spawnArgs );
|
|
func.RemoveIndex( 0 );
|
|
}
|
|
|
|
pathTargetInfo.node->ActivateTargets(this);
|
|
pathTargetInfo.node = NULL;
|
|
}
|
|
|
|
isMoving = false;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
rvVehicleDriver::Event_Trigger
|
|
================
|
|
*/
|
|
void rvVehicleDriver::Event_Trigger( idEntity *activator ) {
|
|
if( IsDriving() && pathTargetInfo.node ) {
|
|
isMoving = true;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
rvVehicleDriver::Event_SetSpeed
|
|
================
|
|
*/
|
|
void rvVehicleDriver::Event_SetSpeed( float speed ) {
|
|
currentThrottle = speed;
|
|
}
|
|
|
|
//twhitaker: remove - begin
|
|
/*
|
|
================
|
|
rvVehicleDriver::Event_SetFollowOffset
|
|
================
|
|
*/
|
|
void rvVehicleDriver::Event_SetFollowOffset( const idVec3 &offset ) {
|
|
gameLocal.Warning( "Script Event \"followOffset\" is deprecated, please remove it immediately to avoid errors." );
|
|
}
|
|
//twhitaker: remove - end
|
|
|
|
/*
|
|
================
|
|
rvVehicleDriver::Event_FireWeapon
|
|
================
|
|
*/
|
|
void rvVehicleDriver::Event_FireWeapon( float weapon_index, float time ) {
|
|
if( IsDriving() ) {
|
|
fireEndTime = gameLocal.GetTime() + SEC2MS( time );
|
|
vehicleController.SelectWeapon( weapon_index );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
rvVehicleDriver::Event_FaceEntity
|
|
================
|
|
*/
|
|
void rvVehicleDriver::Event_FaceEntity( const idEntity* entity ) {
|
|
if( IsMoving() ) {
|
|
return;
|
|
}
|
|
|
|
faceTarget = entity;
|
|
isMoving = true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
rvVehicleDriver::Event_LookAt
|
|
================
|
|
*/
|
|
void rvVehicleDriver::Event_LookAt( const idEntity* entity ) {
|
|
lookTarget = entity;
|
|
}
|
|
|
|
/*
|
|
================
|
|
rvVehicleDriver::Event_SetLeader
|
|
================
|
|
*/
|
|
void rvVehicleDriver::Event_SetLeader( idEntity* newLeader ) {
|
|
SetLeader( newLeader );
|
|
}
|
|
|
|
/*
|
|
================
|
|
rvVehicleDriver::UpdateAutoCorrection
|
|
================
|
|
*/
|
|
void rvVehicleDriver::UpdateAutoCorrection ( void ) {
|
|
if ( IsDriving() ) {
|
|
rvVehicle * vehicle = vehicleController.GetVehicle();
|
|
|
|
// Disregard your autocorrection state if we're slowing down to avoid collision with the leader.
|
|
if ( vehicle->IsAutoCorrecting() ) {
|
|
if ( avoidingLeader == true ) {
|
|
vehicle->autoCorrectionBegin = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
rvVehicleDriver::Save
|
|
================
|
|
*/
|
|
void rvVehicleDriver::Save ( idSaveGame *savefile ) const {
|
|
savefile->Write ( &pathTargetInfo, sizeof ( pathTargetInfo ) );
|
|
savefile->Write ( &lastPathTargetInfo, sizeof ( lastPathTargetInfo ) );
|
|
savefile->WriteFloat ( currentThrottle );
|
|
|
|
faceTarget.Save ( savefile );
|
|
lookTarget.Save ( savefile );
|
|
|
|
leader.Save ( savefile );
|
|
savefile->WriteInt ( leaderFlags );
|
|
savefile->WriteFloat ( decelDistance );
|
|
savefile->WriteFloat ( minDistance );
|
|
savefile->WriteBool ( avoidingLeader );
|
|
|
|
savefile->WriteFloat ( fireEndTime );
|
|
|
|
func.Save ( savefile );
|
|
|
|
savefile->WriteBool ( isMoving );
|
|
|
|
savefile->WriteInt ( (int&)pathingMode );
|
|
pathingEntity.Save ( savefile );
|
|
savefile->WriteVec3 ( pathingOrigin );
|
|
|
|
savefile->WriteFloat( forwardThrustScale ); // cnicholson: Added unsaved var
|
|
savefile->WriteFloat( rightThrustScale ); // cnicholson: Added unsaved var
|
|
|
|
}
|
|
|
|
/*
|
|
================
|
|
rvVehicleDriver::Restore
|
|
================
|
|
*/
|
|
void rvVehicleDriver::Restore ( idRestoreGame *savefile ) {
|
|
savefile->Read ( &pathTargetInfo, sizeof ( pathTargetInfo ) );
|
|
savefile->Read ( &lastPathTargetInfo, sizeof ( lastPathTargetInfo ) );
|
|
savefile->ReadFloat ( currentThrottle );
|
|
|
|
faceTarget.Restore ( savefile );
|
|
lookTarget.Restore ( savefile );
|
|
|
|
leader.Restore ( savefile );
|
|
savefile->ReadInt ( leaderFlags );
|
|
savefile->ReadFloat ( decelDistance );
|
|
savefile->ReadFloat ( minDistance );
|
|
savefile->ReadBool ( avoidingLeader );
|
|
|
|
savefile->ReadFloat ( fireEndTime );
|
|
|
|
func.Restore ( savefile );
|
|
|
|
savefile->ReadBool ( isMoving );
|
|
|
|
savefile->ReadInt ( (int&)pathingMode );
|
|
pathingEntity.Restore ( savefile );
|
|
savefile->ReadVec3 ( pathingOrigin );
|
|
|
|
savefile->ReadFloat( forwardThrustScale ); // cnicholson: Added unrestored var
|
|
savefile->ReadFloat( rightThrustScale ); // cnicholson: Added unrestored var
|
|
}
|