845 lines
21 KiB
C++
845 lines
21 KiB
C++
//----------------------------------------------------------------
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// VehicleController.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 "Vehicle.h"
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/*
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================
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rvVehiclePosition::rvVehiclePosition
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================
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*/
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rvVehiclePosition::rvVehiclePosition ( void ) {
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memset ( &mInputCmd, 0, sizeof(mInputCmd) );
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mInputAngles.Zero ( );
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memset ( &fl, 0, sizeof(fl) );
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mCurrentWeapon = -1;
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mSoundPart = -1;
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mDriver = NULL;
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mParent = NULL;
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mEyeOrigin.Zero();
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mEyeAxis.Identity();
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mEyeOffset.Zero();
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mEyeJoint = INVALID_JOINT;
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mDriverOffset.Zero ( );
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mDriverJoint = INVALID_JOINT;
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}
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/*
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================
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rvVehiclePosition::~rvVehiclePosition
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================
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*/
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rvVehiclePosition::~rvVehiclePosition ( void ) {
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mParts.DeleteContents ( true );
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mWeapons.DeleteContents ( true );
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}
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void InitIntArray( const idVec3& vec, int array[] ) {
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int ix;
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for( ix = 0; ix < vec.GetDimension(); ++ix ) {
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array[ix] = (int)vec[ix];
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}
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}
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/*
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================
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rvVehiclePosition::Init
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================
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*/
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void rvVehiclePosition::Init ( rvVehicle* parent, const idDict& args ) {
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idVec3 garbage;
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mParent = parent;
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mEyeJoint = mParent->GetAnimator()->GetJointHandle ( args.GetString ( "eyeJoint" ) );
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// abahr & twhitaker: removed this due to other changes.
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//if( !mParent->GetAnimator()->GetJointTransform(mEyeJoint, gameLocal.GetTime(), garbage, mEyeJointTransform) ) {
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mEyeJointTransform.Identity();
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//}
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//mEyeJointTransform.TransposeSelf();
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mEyeOffset = args.GetVector ( "eyeOffset", "0 0 0" );
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mDeltaEyeAxisScale = args.GetAngles( "deltaEyeAxisScale", "1 1 0" );
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mDeltaEyeAxisScale.Clamp( ang_zero, idAngles(1.0f, 1.0f, 1.0f) );
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InitIntArray( args.GetVector("eyeJointAxisMap", "0 1 2"), mEyeJointAxisMap );
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InitIntArray( args.GetVector("eyeJointDirMap", "1 1 1"), mEyeJointDirMap );
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mAxisOffset = args.GetAngles( "angles_offset" ).ToMat3();
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mDriverJoint = mParent->GetAnimator()->GetJointHandle ( args.GetString ( "driverJoint" ) );
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// abahr & twhitaker: removed this due to other changes.
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//if( !mParent->GetAnimator()->GetJointTransform(mDriverJoint, gameLocal.GetTime(), garbage, mDriverJointTransform) ) {
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mDriverJointTransform.Identity();
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//}
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//mDriverJointTransform.TransposeSelf( );
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mDriverOffset = args.GetVector ( "driverOffset", "0 0 0" );
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mDeltaDriverAxisScale = args.GetAngles( "deltaDriverAxisScale", "1 1 0" );
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mDeltaDriverAxisScale.Clamp( ang_zero, idAngles(1.0f, 1.0f, 1.0f) );
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InitIntArray( args.GetVector("driverJointAxisMap", "0 1 2"), mDriverJointAxisMap );
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InitIntArray( args.GetVector("driverJointDirMap", "1 1 1"), mDriverJointDirMap );
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mExitPosOffset = args.GetVector( "exitPosOffset" );
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mExitAxisOffset = args.GetAngles( "exitAxisOffset" ).ToMat3();
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mDriverAnim = args.GetString ( "driverAnim", "driver" );
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fl.driverVisible = args.GetBool ( "driverVisible", "0" );
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fl.engine = args.GetBool ( "engine", "0" );
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fl.depthHack = args.GetBool ( "depthHack", "1" );
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fl.bindDriver = args.GetBool ( "bindDriver", "1" );
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args.GetString ( "internalSurface", "", mInternalSurface );
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SetParts ( args );
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mSoundMaxSpeed = args.GetFloat ( "maxsoundspeed", "0" );
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// Looping sound when occupied?
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if ( *args.GetString ( "snd_loop", "" ) ) {
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mSoundPart = AddPart ( rvVehicleSound::GetClassType(), args );
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static_cast<rvVehicleSound*>(mParts[mSoundPart])->SetAutoActivate ( false );
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}
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SelectWeapon ( 0 );
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UpdateInternalView ( true );
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}
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/*
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================
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rvVehiclePosition::SetParts
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================
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*/
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void rvVehiclePosition::SetParts ( const idDict& args ) {
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const idKeyValue* kv;
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// Spawn all parts
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kv = args.MatchPrefix( "def_part", NULL );
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while ( kv ) {
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const idDict* dict;
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idTypeInfo* typeInfo;
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// Skip empty strings
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if ( !kv->GetValue().Length() ) {
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kv = args.MatchPrefix( "def_part", kv );
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continue;
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}
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// Get the dictionary for the part
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dict = gameLocal.FindEntityDefDict ( kv->GetValue() );
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if ( !dict ) {
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gameLocal.Error ( "Invalid vehicle part definition '%'", kv->GetValue().c_str() );
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}
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// Determine the part type
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typeInfo = idClass::GetClass ( dict->GetString ( "spawnclass" ) );
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if ( !typeInfo || !typeInfo->IsType ( rvVehiclePart::GetClassType() ) ) {
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gameLocal.Error ( "Class '%s' is not a vehicle part", dict->GetString ( "spawnclass" ) );
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}
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// Add the new part
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AddPart ( *typeInfo, *dict );
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kv = args.MatchPrefix( "def_part", kv );
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}
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}
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/*
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================
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rvVehiclePosition::AddPart
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================
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*/
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int rvVehiclePosition::AddPart ( const idTypeInfo &classdef, const idDict& args ) {
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rvVehiclePart* part;
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int soundChannel;
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// Get a sound channel
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soundChannel = SND_CHANNEL_CUSTOM;
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soundChannel += mParts.Num();
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// Allocate the new part
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part = static_cast<rvVehiclePart*>(classdef.CreateInstance ( ));
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part->Init ( this, args, (s_channelType)soundChannel );
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part->CallSpawn ( );
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// Weapons go into their own list since only one can be active
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// and any given point in time.
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if ( part->IsType ( rvVehicleWeapon::GetClassType() ) ) {
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return mWeapons.Append ( part );
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}
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return mParts.Append ( part );
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}
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/*
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================
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rvVehiclePosition::SetDriver
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================
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*/
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bool rvVehiclePosition::SetDriver ( idActor* driver ) {
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if ( mDriver == driver ) {
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return false;
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}
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fl.inputValid = false;
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if ( driver ) {
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mDriver = driver;
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// Keep the driver visible if the position is exposed
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if ( fl.driverVisible ) {
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mDriver->Show ( );
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} else {
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mDriver->Hide ( );
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// Dont let the player take damage when inside the if not visible
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mDriver->fl.takedamage = false;
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}
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if ( mSoundPart != -1 ) {
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static_cast<rvVehicleSound*>(mParts[mSoundPart])->Play ( );
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}
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// Bind the driver to a joint or to the vehicles origin?
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if( fl.bindDriver ) {
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if ( INVALID_JOINT != mDriverJoint ) {
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mDriver->GetPhysics()->SetAxis ( mParent->GetAxis( ) );// Not sure if this is needed
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mDriver->BindToJoint ( mParent, mDriverJoint, true );
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mDriver->GetPhysics()->SetOrigin ( vec3_origin );
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} else {
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mDriver->Bind ( mParent, true );
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mDriver->GetPhysics()->SetOrigin( mDriverOffset );
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}
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} else {// If not bound put the vehicle first in the active list
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mParent->activeNode.Remove();
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mParent->activeNode.AddToFront( gameLocal.activeEntities );
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}
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// Play a certain animation on the driver
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if ( mDriverAnim.Length() ) {
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mDriver->GetAnimator()->CycleAnim( ANIMCHANNEL_ALL, mDriver->GetAnimator()->GetAnim( mDriverAnim ), gameLocal.time, 0 );
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}
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} else {
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if ( !fl.driverVisible ) {
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mDriver->Show ( );
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// Take damage again
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mDriver->fl.takedamage = true;
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}
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// Driver is no longer bound to the vehicle
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mDriver->Unbind();
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mDriver = driver;
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if ( mSoundPart != -1 ) {
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static_cast<rvVehicleSound*>(mParts[mSoundPart])->Stop ( );
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}
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// Clear out the input commands so the guns dont keep firing and what not when
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// the player gets out
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memset ( &mInputCmd, 0, sizeof(mInputCmd) );
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mInputAngles.Zero ( );
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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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rvVehiclePosition::GetAxis
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================
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*/
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idMat3 rvVehiclePosition::GetAxis() const {
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return mAxisOffset * GetParent()->GetPhysics()->GetAxis();
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}
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/*
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================
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rvVehiclePosition::GetOrigin
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================
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*/
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idVec3 rvVehiclePosition::GetOrigin( const idVec3& offset ) const {
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return GetParent()->GetPhysics()->GetOrigin() + (mDriverOffset + offset) * GetAxis();
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}
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/*
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================
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rvVehiclePosition::ActivateParts
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================
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*/
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void rvVehiclePosition::ActivateParts ( bool active ) {
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int i;
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// Activate or deactive the parts based on whether there is a driver
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for ( i = mParts.Num() - 1; i >= 0; i -- ) {
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mParts[i]->Activate ( active );
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}
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for ( i = mWeapons.Num() - 1; i >= 0; i -- ) {
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mWeapons[i]->Activate ( active );
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}
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}
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/*
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================
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rvVehiclePosition::EjectDriver
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================
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*/
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bool rvVehiclePosition::EjectDriver ( bool force ) {
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if ( !IsOccupied ( ) ) {
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return false;
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}
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// Physically eject the actor from the position
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if ( !force && mParent->IsLocked ( ) ) {
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mParent->IssueLockedWarning ( );
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return false;
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}
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// Remove the driver and if successful disable all parts for
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// this position
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if ( SetDriver ( NULL ) ) {
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ActivateParts ( false );
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return true;
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}
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return false;
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}
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/*
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================
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rvVehiclePosition::SetInput
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================
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*/
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void rvVehiclePosition::SetInput ( const usercmd_t& cmd, const idAngles& newAngles ) {
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if ( gameDebug.IsHudActive ( DBGHUD_VEHICLE ) ) {
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if ( mDriver == gameLocal.GetLocalPlayer ( ) ) {
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gameDebug.SetFocusEntity ( mParent );
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}
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}
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if ( fl.inputValid || !mDriver ) {
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mOldInputCmd = mInputCmd;
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mOldInputAngles = mInputAngles;
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} else {
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mOldInputCmd = cmd;
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mInputCmd = cmd;
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mInputAngles = newAngles;
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// We have valid input now and there is a driver so activate all of the parts
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if ( !fl.inputValid && mDriver ) {
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ActivateParts ( true );
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}
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}
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fl.inputValid = true;
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mInputCmd = cmd;
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mInputAngles = newAngles;
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}
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/*
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================
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rvVehiclePosition::GetInput
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================
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*/
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void rvVehiclePosition::GetInput( usercmd_t& cmd, idAngles& newAngles ) const {
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cmd = mInputCmd;
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newAngles = mInputAngles;
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}
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/*
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================
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rvVehiclePosition::UpdateHUD
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================
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*/
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void rvVehiclePosition::UpdateHUD ( idUserInterface* gui ) {
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// HACK: twhitaker: this is ugly but since the GEV and the Walker now have a unified HUD, it is a necessary evil
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int guiWeaponID;
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if ( !stricmp( mParent->spawnArgs.GetString( "classname" ), "vehicle_walker" ) ) {
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guiWeaponID = mCurrentWeapon + 2;
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} else {
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guiWeaponID = mCurrentWeapon;
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}
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gui->SetStateInt ( "vehicle_weapon", guiWeaponID );
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// HACK: twhitaker end
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gui->SetStateInt ( "vehicle_weaponcount", mWeapons.Num() );
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if ( mCurrentWeapon >= 0 && mCurrentWeapon < mWeapons.Num() ) {
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rvVehicleWeapon* weapon;
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weapon = static_cast<rvVehicleWeapon*>(mWeapons[mCurrentWeapon]);
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gui->SetStateFloat ( "vehicle_weaponcharge", weapon->GetCurrentCharge() );
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gui->SetStateInt ( "vehicle_weaponammo", weapon->GetCurrentAmmo() );
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}
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// Calculate the rotation of the view in relation to the vehicle itself
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gui->SetStateFloat ( "vehicle_rotate", -idMath::AngleDelta ( mEyeAxis.ToAngles()[YAW], mParent->GetAxis ( ).ToAngles()[YAW] ) );
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if( GetParent() ) {
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GetParent()->UpdateHUD( GetDriver(), gui );
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}
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}
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/*
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================
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rvVehiclePosition::UpdateCursorGUI
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================
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*/
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void rvVehiclePosition::UpdateCursorGUI ( idUserInterface* gui ) {
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if ( mCurrentWeapon < 0 || mCurrentWeapon >= mWeapons.Num() ) {
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return;
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}
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rvVehicleWeapon* weapon;
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weapon = static_cast<rvVehicleWeapon*>(mWeapons[mCurrentWeapon]);
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assert ( weapon );
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weapon->UpdateCursorGUI ( gui );
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}
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/*
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================
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rvVehiclePosition::UpdateInternalView
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================
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*/
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void rvVehiclePosition::UpdateInternalView ( bool force ) {
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bool internal = false;
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// If the local player is driving and not in third person then use internal
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internal = ( mDriver == gameLocal.GetLocalPlayer() && !pm_thirdPerson.GetInteger() );
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// force the update?
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if ( !force && internal == fl.internalView ) {
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return;
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}
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fl.internalView = internal;
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if ( fl.depthHack ) {
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mParent->GetRenderEntity()->weaponDepthHackInViewID = (IsOccupied() && fl.internalView) ? GetDriver()->entityNumber + 1 : 0;
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}
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// Show and hide the internal surface
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if ( mInternalSurface.Length() ) {
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mParent->ProcessEvent ( fl.internalView ? &EV_ShowSurface : &EV_HideSurface, mInternalSurface.c_str() );
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}
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}
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/*
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================
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rvVehiclePosition::RunPrePhysics
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================
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*/
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void rvVehiclePosition::RunPrePhysics ( void ) {
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int i;
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UpdateInternalView ( );
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if ( mParent->IsStalled() ) {
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if ( !fl.stalled ) {
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// we just stalled
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fl.stalled = true;
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ActivateParts( false );
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}
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return;
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} else if ( IsOccupied() && !mParent->IsStalled() && fl.stalled ) {
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// we just restarted
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fl.stalled = false;
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ActivateParts( true );
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}
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// Give the parts a chance to set up for physics
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for ( i = mParts.Num() - 1; i >= 0; i -- ) {
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assert ( mParts[i] );
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mParts[i]->RunPrePhysics ( );
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}
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if ( mCurrentWeapon >= 0 ) {
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mWeapons[mCurrentWeapon]->RunPrePhysics ( );
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}
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// Run physics for each part
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for ( i = mParts.Num() - 1; i >= 0; i -- ) {
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assert ( mParts[i] );
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mParts[i]->RunPhysics ( );
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}
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// Attenuate the attached sound if speed based
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if ( mSoundPart != -1 && mSoundMaxSpeed > 0.0f ) {
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float f;
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float speed;
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idVec3 vel;
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// Only interested in forward or backward velocity
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vel = mParent->GetPhysics()->GetLinearVelocity ( ) * mParent->GetPhysics()->GetAxis ( );
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speed = idMath::ClampFloat ( 0.0f, mSoundMaxSpeed, vel.Normalize ( ) );
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f = speed / mSoundMaxSpeed;
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static_cast<rvVehicleSound*>(mParts[mSoundPart])->Attenuate ( f, f );
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}
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if ( mCurrentWeapon >= 0 ) {
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mWeapons[mCurrentWeapon]->RunPhysics ( );
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}
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}
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/*
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================
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rvVehiclePosition::RunPostPhysics
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================
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*/
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void rvVehiclePosition::RunPostPhysics ( void ) {
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int i;
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for ( i = 0; i < mParts.Num(); i ++ ) {
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assert ( mParts[i] );
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mParts[i]->RunPostPhysics ( );
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}
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if ( mCurrentWeapon >= 0 ) {
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mWeapons[mCurrentWeapon]->RunPostPhysics ( );
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}
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if ( !IsOccupied ( ) ) {
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return;
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}
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if ( fl.inputValid ) {
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if ( mInputCmd.upmove > 0 && !mParent->IsLocked() ) {
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// inform the driver that its time to get out of the vehicle.
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if( !mDriver->EventIsPosted(&AI_ExitVehicle) ) {
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mDriver->PostEventMS( &AI_ExitVehicle, 250, false );// To remove jump when exiting
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}
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// If the position isnt occupied anymore then the vehicle exit was successful and there
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// is nothing else to do
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if ( !IsOccupied ( ) ) {
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return;
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}
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} else if ( (mInputCmd.flags & UCF_IMPULSE_SEQUENCE) != (mOldInputFlags & UCF_IMPULSE_SEQUENCE) ) {
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int i;
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if ( mInputCmd.impulse >= IMPULSE_0 && mInputCmd.impulse <= IMPULSE_12 ) {
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SelectWeapon( mInputCmd.impulse - IMPULSE_0 );
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}
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if ( mWeapons.Num () ) {
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switch ( mInputCmd.impulse ) {
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case IMPULSE_14:
|
|
SelectWeapon ( (mCurrentWeapon + mWeapons.Num() + 1) % mWeapons.Num() );
|
|
break;
|
|
|
|
case IMPULSE_15:
|
|
SelectWeapon ( (mCurrentWeapon + mWeapons.Num() - 1) % mWeapons.Num() );
|
|
break;
|
|
}
|
|
}
|
|
|
|
for( i = 0; i < mParts.Num(); i++ ) {
|
|
mParts[ i ]->Impulse ( mInputCmd.impulse );
|
|
}
|
|
|
|
mOldInputFlags = mInputCmd.flags;
|
|
}
|
|
}
|
|
|
|
// Update the eye origin and axis
|
|
GetEyePosition( mEyeOrigin, mEyeAxis );
|
|
|
|
if ( g_debugVehicle.GetInteger() == 2 ) {
|
|
gameRenderWorld->DebugArrow( colorMagenta, mEyeOrigin, mEyeOrigin + mEyeAxis[0] * 30.0f, 3 );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
rvVehiclePosition::GetEyePosition
|
|
================
|
|
*/
|
|
void rvVehiclePosition::GetEyePosition( idVec3& origin, idMat3& axis ) const {
|
|
GetPosition( mEyeJoint, mEyeOffset, mEyeJointTransform, mDeltaEyeAxisScale, mEyeJointAxisMap, mEyeJointDirMap, origin, axis );
|
|
axis *= GetParent()->GetAxis();
|
|
}
|
|
|
|
/*
|
|
================
|
|
rvVehiclePosition::GetDriverPosition
|
|
================
|
|
*/
|
|
void rvVehiclePosition::GetDriverPosition( idVec3& origin, idMat3& axis ) const {
|
|
if( fl.bindDriver ) {
|
|
GetPosition( mDriverJoint, mDriverOffset, mDriverJointTransform, mDeltaDriverAxisScale, mDriverJointAxisMap, mDriverJointDirMap, origin, axis );
|
|
} else {
|
|
origin = GetDriver()->GetPhysics()->GetOrigin();
|
|
axis = GetDriver()->viewAxis;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
rvVehiclePosition::GetPosition
|
|
================
|
|
*/
|
|
void rvVehiclePosition::GetPosition( const jointHandle_t jointHandle, const idVec3& offset, const idMat3& jointTransform, const idAngles& scale, const int axisMap[], const int dirMap[], idVec3& origin, idMat3& axis ) const {
|
|
if( GetParent()->GetAnimator()->GetJointTransform(jointHandle, gameLocal.GetTime(), origin, axis) ) {
|
|
axis *= jointTransform;
|
|
idAngles ang( axis.ToAngles().Remap(axisMap, dirMap).Scale(scale) );
|
|
axis = ang.Normalize360().ToMat3() * mAxisOffset;
|
|
|
|
origin = GetParent()->GetOrigin() + (origin + offset * axis) * GetParent()->GetAxis();
|
|
} else {
|
|
origin = GetOrigin( mEyeOffset );
|
|
axis = GetAxis();
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
rvVehiclePosition::FireWeapon
|
|
================
|
|
*/
|
|
void rvVehiclePosition::FireWeapon( void ) {
|
|
if ( mCurrentWeapon >= 0 ) {
|
|
static_cast<rvVehicleWeapon*>( mWeapons[mCurrentWeapon] )->Fire();
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
rvVehiclePosition::SelectWeapon
|
|
================
|
|
*/
|
|
void rvVehiclePosition::SelectWeapon ( int weapon ) {
|
|
if ( weapon < 0 || weapon >= mWeapons.Num ( ) ) {
|
|
return;
|
|
}
|
|
|
|
// mekberg: clear effect
|
|
if ( mCurrentWeapon != -1 ) {
|
|
static_cast<rvVehicleWeapon*> ( mWeapons[ mCurrentWeapon ] )->StopTargetEffect( );
|
|
}
|
|
|
|
mCurrentWeapon = weapon;
|
|
}
|
|
|
|
/*
|
|
================
|
|
rvVehiclePosition::WriteToSnapshot
|
|
================
|
|
*/
|
|
void rvVehiclePosition::WriteToSnapshot ( idBitMsgDelta &msg ) const {
|
|
msg.WriteBits ( mCurrentWeapon, 3 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
rvVehiclePosition::ReadFromSnapshot
|
|
================
|
|
*/
|
|
void rvVehiclePosition::ReadFromSnapshot ( const idBitMsgDelta &msg ) {
|
|
mCurrentWeapon = msg.ReadBits ( 3 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
rvVehiclePosition::Save
|
|
================
|
|
*/
|
|
void rvVehiclePosition::Save ( idSaveGame* savefile ) const {
|
|
int i;
|
|
|
|
savefile->WriteUsercmd( mInputCmd );
|
|
savefile->WriteAngles ( mInputAngles );
|
|
savefile->WriteUsercmd ( mOldInputCmd );
|
|
savefile->WriteAngles ( mOldInputAngles );
|
|
savefile->WriteInt ( mOldInputFlags );
|
|
|
|
savefile->WriteInt ( mCurrentWeapon );
|
|
|
|
mDriver.Save ( savefile );
|
|
mParent.Save ( savefile );
|
|
|
|
savefile->WriteInt ( mParts.Num ( ) );
|
|
for ( i = 0; i < mParts.Num(); i ++ ) {
|
|
savefile->WriteString ( mParts[i]->GetClassname() );
|
|
savefile->WriteStaticObject ( *mParts[i] );
|
|
}
|
|
|
|
savefile->WriteInt ( mWeapons.Num ( ) );
|
|
for ( i = 0; i < mWeapons.Num(); i ++ ) {
|
|
savefile->WriteString ( mWeapons[i]->GetClassname() );
|
|
savefile->WriteStaticObject ( *mWeapons[i] );
|
|
}
|
|
|
|
savefile->WriteVec3 ( mEyeOrigin );
|
|
savefile->WriteMat3 ( mEyeAxis );
|
|
|
|
savefile->WriteJoint ( mEyeJoint );
|
|
savefile->WriteVec3 ( mEyeOffset );
|
|
savefile->WriteMat3( mEyeJointTransform );
|
|
savefile->WriteAngles( mDeltaEyeAxisScale );
|
|
savefile->Write ( mEyeJointAxisMap, sizeof mEyeJointAxisMap );
|
|
savefile->Write ( mEyeJointDirMap, sizeof mEyeJointDirMap );
|
|
|
|
savefile->WriteMat3 ( mAxisOffset );
|
|
|
|
savefile->WriteJoint ( mDriverJoint );
|
|
savefile->WriteVec3 ( mDriverOffset );
|
|
savefile->WriteMat3 ( mDriverJointTransform );
|
|
savefile->WriteAngles( mDeltaDriverAxisScale );
|
|
savefile->Write ( mDriverJointAxisMap, sizeof mDriverJointAxisMap );
|
|
savefile->Write ( mDriverJointDirMap, sizeof mDriverJointDirMap );
|
|
|
|
savefile->WriteVec3 ( mExitPosOffset );
|
|
savefile->WriteMat3 ( mExitAxisOffset );
|
|
|
|
savefile->WriteString ( mDriverAnim );
|
|
|
|
savefile->WriteString ( mInternalSurface );
|
|
|
|
savefile->Write ( &fl, sizeof ( fl ) );
|
|
|
|
savefile->WriteInt ( mSoundPart );
|
|
savefile->WriteFloat ( mSoundMaxSpeed );
|
|
}
|
|
|
|
/*
|
|
================
|
|
rvVehiclePosition::Restore
|
|
================
|
|
*/
|
|
void rvVehiclePosition::Restore ( idRestoreGame* savefile ) {
|
|
int i;
|
|
int num;
|
|
|
|
savefile->ReadUsercmd( mInputCmd );
|
|
savefile->ReadAngles ( mInputAngles );
|
|
savefile->ReadUsercmd ( mOldInputCmd );
|
|
savefile->ReadAngles ( mOldInputAngles );
|
|
savefile->ReadInt ( mOldInputFlags );
|
|
|
|
savefile->ReadInt ( mCurrentWeapon );
|
|
|
|
mDriver.Restore ( savefile );
|
|
mParent.Restore ( savefile );
|
|
|
|
savefile->ReadInt ( num );
|
|
mParts.Clear ( );
|
|
mParts.SetNum ( num );
|
|
for ( i = 0; i < num; i ++ ) {
|
|
idStr spawnclass;
|
|
rvVehiclePart* part;
|
|
idTypeInfo* typeInfo;
|
|
|
|
savefile->ReadString ( spawnclass );
|
|
|
|
// Determine the part type
|
|
typeInfo = idClass::GetClass ( spawnclass );
|
|
if ( !typeInfo || !typeInfo->IsType ( rvVehiclePart::GetClassType() ) )
|
|
{
|
|
gameLocal.Error ( "Class '%s' is not a vehicle part", spawnclass.c_str() );
|
|
}
|
|
|
|
part = static_cast<rvVehiclePart*>(typeInfo->CreateInstance ( ));
|
|
savefile->ReadStaticObject ( *part );
|
|
mParts[i] = part;
|
|
}
|
|
|
|
savefile->ReadInt ( num );
|
|
mWeapons.Clear ( );
|
|
mWeapons.SetNum ( num );
|
|
for ( i = 0; i < num; i ++ ) {
|
|
idStr spawnclass;
|
|
rvVehiclePart* part;
|
|
idTypeInfo* typeInfo;
|
|
|
|
savefile->ReadString ( spawnclass );
|
|
|
|
// Determine the part type
|
|
typeInfo = idClass::GetClass ( spawnclass );
|
|
if ( !typeInfo || !typeInfo->IsType ( rvVehiclePart::GetClassType() ) )
|
|
{
|
|
gameLocal.Error ( "Class '%s' is not a vehicle part", spawnclass.c_str() );
|
|
}
|
|
|
|
part = static_cast<rvVehiclePart*>(typeInfo->CreateInstance ( ));
|
|
savefile->ReadStaticObject ( *part );
|
|
mWeapons[i] = part;
|
|
}
|
|
|
|
savefile->ReadVec3 ( mEyeOrigin );
|
|
savefile->ReadMat3 ( mEyeAxis );
|
|
|
|
savefile->ReadJoint ( mEyeJoint );
|
|
savefile->ReadVec3 ( mEyeOffset );
|
|
savefile->ReadMat3 ( mEyeJointTransform );
|
|
savefile->ReadAngles( mDeltaEyeAxisScale );
|
|
savefile->Read( mEyeJointAxisMap, sizeof mEyeJointAxisMap );
|
|
savefile->Read( mEyeJointDirMap, sizeof mEyeJointDirMap );
|
|
|
|
savefile->ReadMat3 ( mAxisOffset );
|
|
|
|
savefile->ReadJoint ( mDriverJoint );
|
|
savefile->ReadVec3 ( mDriverOffset );
|
|
savefile->ReadMat3 ( mDriverJointTransform );
|
|
savefile->ReadAngles( mDeltaDriverAxisScale );
|
|
savefile->Read( mDriverJointAxisMap, sizeof mDriverJointAxisMap );
|
|
savefile->Read( mDriverJointDirMap, sizeof mDriverJointDirMap );
|
|
|
|
savefile->ReadVec3 ( mExitPosOffset );
|
|
savefile->ReadMat3 ( mExitAxisOffset );
|
|
|
|
savefile->ReadString ( mDriverAnim );
|
|
|
|
savefile->ReadString ( mInternalSurface );
|
|
|
|
savefile->Read ( &fl, sizeof(fl) );
|
|
savefile->ReadInt ( mSoundPart );
|
|
savefile->ReadFloat ( mSoundMaxSpeed );
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|