/* =========================================================================== Copyright (C) 2000 - 2013, Raven Software, Inc. Copyright (C) 2001 - 2013, Activision, Inc. Copyright (C) 2013 - 2015, OpenJK contributors This file is part of the OpenJK source code. OpenJK is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, see . =========================================================================== */ #ifdef _GAME //including game headers on cgame is FORBIDDEN ^_^ #include "g_local.h" #endif #include "bg_public.h" #include "bg_vehicles.h" extern float DotToSpot( vec3_t spot, vec3_t from, vec3_t fromAngles ); #ifdef _GAME //SP or gameside MP extern vec3_t playerMins; extern vec3_t playerMaxs; extern void ChangeWeapon( gentity_t *ent, int newWeapon ); extern int PM_AnimLength( int index, animNumber_t anim ); #endif extern void BG_SetAnim(playerState_t *ps, animation_t *animations, int setAnimParts,int anim,int setAnimFlags); extern int BG_GetTime(void); extern qboolean BG_SabersOff( playerState_t *ps ); //Alright, actually, most of this file is shared between game and cgame for MP. //I would like to keep it this way, so when modifying for SP please keep in //mind the bgEntity restrictions imposed. -rww #define STRAFERAM_DURATION 8 #define STRAFERAM_ANGLE 8 qboolean VEH_StartStrafeRam(Vehicle_t *pVeh, qboolean Right, int Duration) { return qfalse; } #ifdef _GAME //game-only.. for now // Like a think or move command, this updates various vehicle properties. qboolean Update( Vehicle_t *pVeh, const usercmd_t *pUcmd ) { if ( !g_vehicleInfo[VEHICLE_BASE].Update( pVeh, pUcmd ) ) { return qfalse; } // See whether this vehicle should be exploding. if ( pVeh->m_iDieTime != 0 ) { pVeh->m_pVehicleInfo->DeathUpdate( pVeh ); } // Update move direction. return qtrue; } #endif //_GAME //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, speedMin, speedMax; playerState_t *parentPS; // playerState_t *pilotPS = NULL; int curTime; parentPS = pVeh->m_pParentEntity->playerState; if (pVeh->m_pPilot) { // pilotPS = pVeh->m_pPilot->playerState; } // If we're flying, make us accelerate at 40% (about half) acceleration rate, and restore the pitch // to origin (straight) position (at 5% increments). if ( pVeh->m_ulFlags & VEH_FLYING ) { speedInc = pVeh->m_pVehicleInfo->acceleration * pVeh->m_fTimeModifier * 0.4f; } else if ( !parentPS->m_iVehicleNum ) {//drifts to a stop speedInc = 0; //pVeh->m_ucmd.forwardmove = 127; } else { speedInc = pVeh->m_pVehicleInfo->acceleration * pVeh->m_fTimeModifier; } speedIdleDec = pVeh->m_pVehicleInfo->decelIdle * pVeh->m_fTimeModifier; #ifdef _GAME curTime = level.time; #elif _CGAME //FIXME: pass in ucmd? Not sure if this is reliable... curTime = pm->cmd.serverTime; #endif if ( (pVeh->m_pPilot /*&& (pilotPS->weapon == WP_NONE || pilotPS->weapon == WP_MELEE )*/ && (pVeh->m_ucmd.buttons & BUTTON_ALT_ATTACK) && pVeh->m_pVehicleInfo->turboSpeed) /*|| (parentPS && parentPS->electrifyTime > curTime && pVeh->m_pVehicleInfo->turboSpeed)*/ //make them go! ) { if ( (parentPS && parentPS->electrifyTime > curTime) || (pVeh->m_pPilot->playerState && (pVeh->m_pPilot->playerState->weapon == WP_MELEE || (pVeh->m_pPilot->playerState->weapon == WP_SABER && BG_SabersOff( pVeh->m_pPilot->playerState ) ))) ) { if ((curTime - pVeh->m_iTurboTime)>pVeh->m_pVehicleInfo->turboRecharge) { pVeh->m_iTurboTime = (curTime + pVeh->m_pVehicleInfo->turboDuration); if (pVeh->m_pVehicleInfo->iTurboStartFX) { int i; for (i=0; (im_iExhaustTag[i]!=-1); i++) { #ifdef _GAME if (pVeh->m_pParentEntity && pVeh->m_pParentEntity->ghoul2 && pVeh->m_pParentEntity->playerState) { //fine, I'll use a tempent for this, but only because it's played only once at the start of a turbo. vec3_t boltOrg, boltDir; mdxaBone_t boltMatrix; VectorSet(boltDir, 0.0f, pVeh->m_pParentEntity->playerState->viewangles[YAW], 0.0f); trap->G2API_GetBoltMatrix(pVeh->m_pParentEntity->ghoul2, 0, pVeh->m_iExhaustTag[i], &boltMatrix, boltDir, pVeh->m_pParentEntity->playerState->origin, level.time, NULL, pVeh->m_pParentEntity->modelScale); BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, boltOrg); BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, boltDir); G_PlayEffectID(pVeh->m_pVehicleInfo->iTurboStartFX, boltOrg, boltDir); } #endif } } parentPS->speed = pVeh->m_pVehicleInfo->turboSpeed; // Instantly Jump To Turbo Speed } } } // Slide Breaking if (pVeh->m_ulFlags&VEH_SLIDEBREAKING) { if (pVeh->m_ucmd.forwardmove>=0 ) { pVeh->m_ulFlags &= ~VEH_SLIDEBREAKING; } parentPS->speed = 0; } else if ( (curTime > pVeh->m_iTurboTime) && !(pVeh->m_ulFlags&VEH_FLYING) && pVeh->m_ucmd.forwardmove<0 && fabs(pVeh->m_vOrientation[ROLL])>25.0f) { pVeh->m_ulFlags |= VEH_SLIDEBREAKING; } if ( curTime < pVeh->m_iTurboTime ) { speedMax = pVeh->m_pVehicleInfo->turboSpeed; if (parentPS) { parentPS->eFlags |= EF_JETPACK_ACTIVE; } } else { speedMax = pVeh->m_pVehicleInfo->speedMax; if (parentPS) { parentPS->eFlags &= ~EF_JETPACK_ACTIVE; } } speedIdle = pVeh->m_pVehicleInfo->speedIdle; speedMin = pVeh->m_pVehicleInfo->speedMin; 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_pVehicleInfo->strafePerc || (0 && pVeh->m_pParentEntity->s.number < MAX_CLIENTS) ) {//if in a strafe-capable vehicle, clear strafing unless using alternate control scheme //pVeh->m_ucmd.rightmove = 0; } } if ( parentPS->speed > speedMax ) { parentPS->speed = speedMax; } else if ( parentPS->speed < speedMin ) { parentPS->speed = speedMin; } if (parentPS && parentPS->electrifyTime > curTime) { parentPS->speed *= (pVeh->m_fTimeModifier/60.0f); } /********************************************************************************/ /* END Here is where we move the vehicle (forward or back or whatever). END */ /********************************************************************************/ } //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 //Oh, and please, use "< MAX_CLIENTS" to check for "player" and not //"!s.number", this is a universal check that will work for both SP //and MP. -rww // ProcessOrientCommands the Vehicle. extern void AnimalProcessOri(Vehicle_t *pVeh); void ProcessOrientCommands( Vehicle_t *pVeh ) { /********************************************************************************/ /* BEGIN Here is where make sure the vehicle is properly oriented. BEGIN */ /********************************************************************************/ playerState_t *riderPS; playerState_t *parentPS; float angDif; if (pVeh->m_pPilot) { riderPS = pVeh->m_pPilot->playerState; } else { riderPS = pVeh->m_pParentEntity->playerState; } parentPS = pVeh->m_pParentEntity->playerState; //pVeh->m_vOrientation[YAW] = 0.0f;//riderPS->viewangles[YAW]; angDif = AngleSubtract(pVeh->m_vOrientation[YAW], riderPS->viewangles[YAW]); if (parentPS && parentPS->speed) { float s = parentPS->speed; float maxDif = pVeh->m_pVehicleInfo->turningSpeed*4.0f; //magic number hackery if (s < 0.0f) { s = -s; } angDif *= s/pVeh->m_pVehicleInfo->speedMax; if (angDif > maxDif) { angDif = maxDif; } else if (angDif < -maxDif) { angDif = -maxDif; } pVeh->m_vOrientation[YAW] = AngleNormalize180(pVeh->m_vOrientation[YAW] - angDif*(pVeh->m_fTimeModifier*0.2f)); if (parentPS->electrifyTime > pm->cmd.serverTime) { //do some crazy stuff pVeh->m_vOrientation[YAW] += (sin(pm->cmd.serverTime/1000.0f)*3.0f)*pVeh->m_fTimeModifier; } } /********************************************************************************/ /* END Here is where make sure the vehicle is properly oriented. END */ /********************************************************************************/ } #ifdef _GAME extern int PM_AnimLength( int index, animNumber_t anim ); // This function makes sure that the vehicle is properly animated. void AnimateVehicle( Vehicle_t *pVeh ) { } #endif //_GAME //rest of file is shared //NOTE NOTE NOTE NOTE NOTE NOTE //I want to keep this function BG too, because it's fairly generic already, and it //would be nice to have proper prediction of animations. -rww // This function makes sure that the rider's in this vehicle are properly animated. void AnimateRiders( Vehicle_t *pVeh ) { animNumber_t Anim = BOTH_VS_IDLE; int iFlags = SETANIM_FLAG_NORMAL; playerState_t *pilotPS; int curTime; // Boarding animation. if ( pVeh->m_iBoarding != 0 ) { // We've just started moarding, set the amount of time it will take to finish moarding. if ( pVeh->m_iBoarding < 0 ) { int iAnimLen; // Boarding from left... if ( pVeh->m_iBoarding == -1 ) { Anim = BOTH_VS_MOUNT_L; } else if ( pVeh->m_iBoarding == -2 ) { Anim = BOTH_VS_MOUNT_R; } else if ( pVeh->m_iBoarding == -3 ) { Anim = BOTH_VS_MOUNTJUMP_L; } else if ( pVeh->m_iBoarding == VEH_MOUNT_THROW_LEFT) { Anim = BOTH_VS_MOUNTTHROW_R; } else if ( pVeh->m_iBoarding == VEH_MOUNT_THROW_RIGHT) { Anim = BOTH_VS_MOUNTTHROW_L; } // Set the delay time (which happens to be the time it takes for the animation to complete). // NOTE: Here I made it so the delay is actually 40% (0.4f) of the animation time. iAnimLen = BG_AnimLength( pVeh->m_pPilot->localAnimIndex, Anim ) * 0.4f; pVeh->m_iBoarding = BG_GetTime() + iAnimLen; // Set the animation, which won't be interrupted until it's completed. // TODO: But what if he's killed? Should the animation remain persistant??? iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD; BG_SetAnim(pVeh->m_pPilot->playerState, bgAllAnims[pVeh->m_pPilot->localAnimIndex].anims, SETANIM_BOTH, Anim, iFlags); } return; } if (1) return; pilotPS = pVeh->m_pPilot->playerState; #ifdef _GAME curTime = level.time; #elif _CGAME //FIXME: pass in ucmd? Not sure if this is reliable... curTime = pm->cmd.serverTime; #endif // Going in reverse... if ( pVeh->m_ucmd.forwardmove < 0 && !(pVeh->m_ulFlags & VEH_SLIDEBREAKING)) { Anim = BOTH_VS_REV; } else { qboolean HasWeapon = ((pilotPS->weapon != WP_NONE) && (pilotPS->weapon != WP_MELEE)); qboolean Attacking = (HasWeapon && !!(pVeh->m_ucmd.buttons&BUTTON_ATTACK)); qboolean Flying = qfalse; qboolean Crashing = qfalse; qboolean Right = (pVeh->m_ucmd.rightmove>0); qboolean Left = (pVeh->m_ucmd.rightmove<0); qboolean Turbo = (curTimem_iTurboTime); EWeaponPose WeaponPose = WPOSE_NONE; // Remove Crashing Flag //---------------------- pVeh->m_ulFlags &= ~VEH_CRASHING; // Put Away Saber When It Is Not Active //-------------------------------------- // Don't Interrupt Attack Anims //------------------------------ if (pilotPS->weaponTime>0) { return; } // Compute The Weapon Pose //-------------------------- if (pilotPS->weapon==WP_BLASTER) { WeaponPose = WPOSE_BLASTER; } else if (pilotPS->weapon==WP_SABER) { if ( (pVeh->m_ulFlags&VEH_SABERINLEFTHAND) && pilotPS->torsoAnim==BOTH_VS_ATL_TO_R_S) { pVeh->m_ulFlags &= ~VEH_SABERINLEFTHAND; } if (!(pVeh->m_ulFlags&VEH_SABERINLEFTHAND) && pilotPS->torsoAnim==BOTH_VS_ATR_TO_L_S) { pVeh->m_ulFlags |= VEH_SABERINLEFTHAND; } WeaponPose = (pVeh->m_ulFlags&VEH_SABERINLEFTHAND)?(WPOSE_SABERLEFT):(WPOSE_SABERRIGHT); } if (Attacking && WeaponPose) {// Attack! iFlags = SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART; // Auto Aiming //=============================================== if (!Left && !Right) // Allow player strafe keys to override { if (pilotPS->weapon==WP_SABER && !Left && !Right) { Left = (WeaponPose==WPOSE_SABERLEFT); Right = !Left; } } if (Left) {// Attack Left switch(WeaponPose) { case WPOSE_BLASTER: Anim = BOTH_VS_ATL_G; break; case WPOSE_SABERLEFT: Anim = BOTH_VS_ATL_S; break; case WPOSE_SABERRIGHT: Anim = BOTH_VS_ATR_TO_L_S; break; default: assert(0); } } else if (Right) {// Attack Right switch(WeaponPose) { case WPOSE_BLASTER: Anim = BOTH_VS_ATR_G; break; case WPOSE_SABERLEFT: Anim = BOTH_VS_ATL_TO_R_S; break; case WPOSE_SABERRIGHT: Anim = BOTH_VS_ATR_S; break; default: assert(0); } } else {// Attack Ahead switch(WeaponPose) { case WPOSE_BLASTER: Anim = BOTH_VS_ATF_G; break; default: assert(0); } } } else if (Left && pVeh->m_ucmd.buttons&BUTTON_USE) {// Look To The Left Behind iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD; switch(WeaponPose) { case WPOSE_SABERLEFT: Anim = BOTH_VS_IDLE_SL; break; case WPOSE_SABERRIGHT: Anim = BOTH_VS_IDLE_SR; break; default: Anim = BOTH_VS_LOOKLEFT; } } else if (Right && pVeh->m_ucmd.buttons&BUTTON_USE) {// Look To The Right Behind iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD; switch(WeaponPose) { case WPOSE_SABERLEFT: Anim = BOTH_VS_IDLE_SL; break; case WPOSE_SABERRIGHT: Anim = BOTH_VS_IDLE_SR; break; default: Anim = BOTH_VS_LOOKRIGHT; } } else if (Turbo) {// Kicked In Turbo iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLDLESS; Anim = BOTH_VS_TURBO; } else if (Flying) {// Off the ground in a jump iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD; switch(WeaponPose) { case WPOSE_NONE: Anim = BOTH_VS_AIR; break; case WPOSE_BLASTER: Anim = BOTH_VS_AIR_G; break; case WPOSE_SABERLEFT: Anim = BOTH_VS_AIR_SL; break; case WPOSE_SABERRIGHT: Anim = BOTH_VS_AIR_SR; break; default: assert(0); } } else if (Crashing) {// Hit the ground! iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLDLESS; switch(WeaponPose) { case WPOSE_NONE: Anim = BOTH_VS_LAND; break; case WPOSE_BLASTER: Anim = BOTH_VS_LAND_G; break; case WPOSE_SABERLEFT: Anim = BOTH_VS_LAND_SL; break; case WPOSE_SABERRIGHT: Anim = BOTH_VS_LAND_SR; break; default: assert(0); } } else {// No Special Moves iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLDLESS; if (pVeh->m_vOrientation[ROLL] <= -20) {// Lean Left switch(WeaponPose) { case WPOSE_NONE: Anim = BOTH_VS_LEANL; break; case WPOSE_BLASTER: Anim = BOTH_VS_LEANL_G; break; case WPOSE_SABERLEFT: Anim = BOTH_VS_LEANL_SL; break; case WPOSE_SABERRIGHT: Anim = BOTH_VS_LEANL_SR; break; default: assert(0); } } else if (pVeh->m_vOrientation[ROLL] >= 20) {// Lean Right switch(WeaponPose) { case WPOSE_NONE: Anim = BOTH_VS_LEANR; break; case WPOSE_BLASTER: Anim = BOTH_VS_LEANR_G; break; case WPOSE_SABERLEFT: Anim = BOTH_VS_LEANR_SL; break; case WPOSE_SABERRIGHT: Anim = BOTH_VS_LEANR_SR; break; default: assert(0); } } else {// No Lean switch(WeaponPose) { case WPOSE_NONE: Anim = BOTH_VS_IDLE; break; case WPOSE_BLASTER: Anim = BOTH_VS_IDLE_G; break; case WPOSE_SABERLEFT: Anim = BOTH_VS_IDLE_SL; break; case WPOSE_SABERRIGHT: Anim = BOTH_VS_IDLE_SR; break; default: assert(0); } } }// No Special Moves }// Going backwards? iFlags &= ~SETANIM_FLAG_OVERRIDE; if (pVeh->m_pPilot->playerState->torsoAnim == Anim) { pVeh->m_pPilot->playerState->torsoTimer = BG_AnimLength(pVeh->m_pPilot->localAnimIndex, Anim); } if (pVeh->m_pPilot->playerState->legsAnim == Anim) { pVeh->m_pPilot->playerState->legsTimer = BG_AnimLength(pVeh->m_pPilot->localAnimIndex, Anim); } BG_SetAnim(pVeh->m_pPilot->playerState, bgAllAnims[pVeh->m_pPilot->localAnimIndex].anims, SETANIM_BOTH, Anim, iFlags|SETANIM_FLAG_HOLD); } #ifndef _GAME void AttachRidersGeneric( Vehicle_t *pVeh ); #endif void G_SetSpeederVehicleFunctions( vehicleInfo_t *pVehInfo ) { #ifdef _GAME 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 //shared pVehInfo->ProcessMoveCommands = ProcessMoveCommands; pVehInfo->ProcessOrientCommands = ProcessOrientCommands; #ifndef _GAME //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 _GAME extern void G_AllocateVehicleObject(Vehicle_t **pVeh); #endif // Create/Allocate a new Animal Vehicle (initializing it as well). void G_CreateSpeederNPC( Vehicle_t **pVeh, const char *strType ) { #ifdef _GAME //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( strType )]; }