jkxr/Projects/Android/jni/OpenJK/codeJK2/game/bg_pangles.cpp
Simon 4597b03873 Initial Commit
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
2022-09-18 16:37:21 +01:00

604 lines
19 KiB
C++

/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
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 <http://www.gnu.org/licenses/>.
===========================================================================
*/
// define GAME_INCLUDE so that g_public.h does not define the
// short, server-visible gclient_t and gentity_t structures,
// because we define the full size ones in this file
#define GAME_INCLUDE
#include "../../code/qcommon/q_shared.h"
#include "../cgame/cg_local.h"
#include "b_local.h"
#include "g_local.h"
#include "g_shared.h"
#include "bg_local.h"
#include "anims.h"
#include "wp_saber.h"
extern qboolean PM_InAnimForSaberMove( int anim, int saberMove );
extern qboolean PM_InForceGetUp( playerState_t *ps );
extern qboolean PM_InKnockDown( playerState_t *ps );
extern qboolean player_locked;
extern pmove_t *pm;
extern pml_t pml;
void BG_G2SetBoneAngles( centity_t *cent, gentity_t *gent, int boneIndex, const vec3_t angles, const int flags,
const Eorientations up, const Eorientations left, const Eorientations forward, qhandle_t *modelList )
{
if (boneIndex!=-1)
{
gi.G2API_SetBoneAnglesIndex( &cent->gent->ghoul2[0], boneIndex, angles, flags, up, left, forward, modelList, 0, 0 );
}
}
#define MAX_YAWSPEED_X_WING 1
#define MAX_PITCHSPEED_X_WING 1
void PM_ScaleUcmd( playerState_t *ps, usercmd_t *cmd, gentity_t *gent )
{
if ( ps->vehicleModel != 0 )
{//driving a vehicle
//clamp the turn rate
int maxPitchSpeed = MAX_PITCHSPEED_X_WING;//switch, eventually? Or read from file?
int diff = AngleNormalize180(SHORT2ANGLE((cmd->angles[PITCH]+ps->delta_angles[PITCH]))) - floor(ps->viewangles[PITCH]);
if ( diff > maxPitchSpeed )
{
cmd->angles[PITCH] = ANGLE2SHORT( ps->viewangles[PITCH] + maxPitchSpeed ) - ps->delta_angles[PITCH];
}
else if ( diff < -maxPitchSpeed )
{
cmd->angles[PITCH] = ANGLE2SHORT( ps->viewangles[PITCH] - maxPitchSpeed ) - ps->delta_angles[PITCH];
}
//Um, WTF? When I turn in a certain direction, I start going backwards? Or strafing?
int maxYawSpeed = MAX_YAWSPEED_X_WING;//switch, eventually? Or read from file?
diff = AngleNormalize180(SHORT2ANGLE(cmd->angles[YAW]+ps->delta_angles[YAW]) - floor(ps->viewangles[YAW]));
//clamp the turn rate
if ( diff > maxYawSpeed )
{
cmd->angles[YAW] = ANGLE2SHORT( ps->viewangles[YAW] + maxYawSpeed ) - ps->delta_angles[YAW];
}
else if ( diff < -maxYawSpeed )
{
cmd->angles[YAW] = ANGLE2SHORT( ps->viewangles[YAW] - maxYawSpeed ) - ps->delta_angles[YAW];
}
}
}
extern void SetClientViewAngle( gentity_t *ent, vec3_t angle );
qboolean PM_AdjustAnglesToGripper( gentity_t *ent, usercmd_t *ucmd )
{//FIXME: make this more generic and have it actually *tell* the client what cmd angles it should be locked at?
if ( (ent->client->ps.eFlags&EF_FORCE_GRIPPED) && ent->enemy )
{
vec3_t dir, angles;
VectorSubtract( ent->enemy->currentOrigin, ent->currentOrigin, dir );
vectoangles( dir, angles );
angles[PITCH] = AngleNormalize180( angles[PITCH] );
angles[YAW] = AngleNormalize180( angles[YAW] );
if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
{//don't clamp angles when looking through a viewEntity
SetClientViewAngle( ent, angles );
}
ucmd->angles[PITCH] = ANGLE2SHORT(angles[PITCH]) - ent->client->ps.delta_angles[PITCH];
ucmd->angles[YAW] = ANGLE2SHORT(angles[YAW]) - ent->client->ps.delta_angles[YAW];
return qtrue;
}
return qfalse;
}
qboolean PM_AdjustAngleForWallRun( gentity_t *ent, usercmd_t *ucmd, qboolean doMove )
{
if (( ent->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT || ent->client->ps.legsAnim == BOTH_WALL_RUN_LEFT ) && ent->client->ps.legsAnimTimer > 500 )
{//wall-running and not at end of anim
//stick to wall, if there is one
vec3_t rt, traceTo, mins = {ent->mins[0],ent->mins[1],0}, maxs = {ent->maxs[0],ent->maxs[1],24}, fwdAngles = {0, ent->client->ps.viewangles[YAW], 0};
trace_t trace;
float dist, yawAdjust;
AngleVectors( fwdAngles, NULL, rt, NULL );
if ( ent->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT )
{
dist = 128;
yawAdjust = -90;
}
else
{
dist = -128;
yawAdjust = 90;
}
VectorMA( ent->currentOrigin, dist, rt, traceTo );
gi.trace( &trace, ent->currentOrigin, mins, maxs, traceTo, ent->s.number, ent->clipmask, G2_NOCOLLIDE, 0 );
if ( trace.fraction < 1.0f && trace.plane.normal[2] == 0.0f )
{//still a vertical wall there
//FIXME: don't pull around 90 turns
//FIXME: simulate stepping up steps here, somehow?
if ( ent->s.number || !player_locked )
{
if ( ent->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT )
{
ucmd->rightmove = 127;
}
else
{
ucmd->rightmove = -127;
}
}
if ( ucmd->upmove < 0 )
{
ucmd->upmove = 0;
}
if ( ent->NPC )
{//invalid now
VectorClear( ent->client->ps.moveDir );
}
//make me face perpendicular to the wall
ent->client->ps.viewangles[YAW] = vectoyaw( trace.plane.normal )+yawAdjust;
if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
{//don't clamp angles when looking through a viewEntity
SetClientViewAngle( ent, ent->client->ps.viewangles );
}
ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW];
if ( ent->s.number || !player_locked )
{
if ( doMove )
{
//push me forward
vec3_t fwd;
float zVel = ent->client->ps.velocity[2];
if ( zVel > forceJumpStrength[FORCE_LEVEL_2]/2.0f )
{
zVel = forceJumpStrength[FORCE_LEVEL_2]/2.0f;
}
if ( ent->client->ps.legsAnimTimer > 500 )
{//not at end of anim yet
fwdAngles[YAW] = ent->client->ps.viewangles[YAW];
AngleVectors( fwdAngles, fwd, NULL, NULL );
//FIXME: or MA?
float speed = 175;
if ( ucmd->forwardmove < 0 )
{//slower
speed = 100;
}
else if ( ucmd->forwardmove > 0 )
{
speed = 250;//running speed
}
VectorScale( fwd, speed, ent->client->ps.velocity );
}
ent->client->ps.velocity[2] = zVel;//preserve z velocity
VectorMA( ent->client->ps.velocity, -128, trace.plane.normal, ent->client->ps.velocity );
//pull me toward the wall, too
//VectorMA( ent->client->ps.velocity, dist, rt, ent->client->ps.velocity );
}
}
ucmd->forwardmove = 0;
return qtrue;
}
else if ( doMove )
{//stop it
if ( ent->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT )
{
NPC_SetAnim( ent, SETANIM_BOTH, BOTH_WALL_RUN_RIGHT_STOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
else if ( ent->client->ps.legsAnim == BOTH_WALL_RUN_LEFT )
{
NPC_SetAnim( ent, SETANIM_BOTH, BOTH_WALL_RUN_LEFT_STOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
}
return qfalse;
}
extern int PM_AnimLength( int index, animNumber_t anim );
qboolean PM_AdjustAnglesForSpinningFlip( gentity_t *ent, usercmd_t *ucmd, qboolean anglesOnly )
{
vec3_t newAngles;
float animLength, spinStart, spinEnd, spinAmt, spinLength;
animNumber_t spinAnim;
if ( ent->client->ps.legsAnim == BOTH_JUMPFLIPSTABDOWN )
{
spinAnim = BOTH_JUMPFLIPSTABDOWN;
spinStart = 300.0f;//700.0f;
spinEnd = 1400.0f;
spinAmt = 180.0f;
}
else if ( ent->client->ps.legsAnim == BOTH_JUMPFLIPSLASHDOWN1 )
{
spinAnim = BOTH_JUMPFLIPSLASHDOWN1;
spinStart = 300.0f;//700.0f;//1500.0f;
spinEnd = 1400.0f;//2300.0f;
spinAmt = 180.0f;
}
else
{
if ( !anglesOnly )
{
if ( !ent->s.number )
{
cg.overrides.active &= ~CG_OVERRIDE_3RD_PERSON_VOF;
cg.overrides.thirdPersonVertOffset = 0;
}
}
return qfalse;
}
animLength = PM_AnimLength( ent->client->clientInfo.animFileIndex, spinAnim );
float elapsedTime = (float)(animLength-ent->client->ps.legsAnimTimer);
//face me
if ( elapsedTime >= spinStart && elapsedTime <= spinEnd )
{
spinLength = spinEnd - spinStart;
VectorCopy( ent->client->ps.viewangles, newAngles );
newAngles[YAW] = ent->angle + (spinAmt * (elapsedTime-spinStart) / spinLength);
if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
{//don't clamp angles when looking through a viewEntity
SetClientViewAngle( ent, newAngles );
}
ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH];
ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW];
if ( anglesOnly )
{
return qtrue;
}
}
else if ( anglesOnly )
{
return qfalse;
}
//push me
if ( ent->client->ps.legsAnimTimer > 300 )//&& ent->client->ps.groundEntityNum == ENTITYNUM_NONE )
{//haven't landed or reached end of anim yet
if ( ent->s.number || !player_locked )
{
vec3_t pushDir, pushAngles = {0,ent->angle,0};
AngleVectors( pushAngles, pushDir, NULL, NULL );
if ( DotProduct( ent->client->ps.velocity, pushDir ) < 100 )
{
VectorMA( ent->client->ps.velocity, 10, pushDir, ent->client->ps.velocity );
}
}
}
//do a dip in the view
if ( !ent->s.number )
{
float viewDip = 0;
if ( elapsedTime < animLength/2.0f )
{//starting anim
viewDip = (elapsedTime/animLength)*-120.0f;
}
else
{//ending anim
viewDip = ((animLength-elapsedTime)/animLength)*-120.0f;
}
cg.overrides.active |= CG_OVERRIDE_3RD_PERSON_VOF;
cg.overrides.thirdPersonVertOffset = cg_thirdPersonVertOffset.value+viewDip;
//pm->ps->viewheight = standheight + viewDip;
}
return qtrue;
}
qboolean PM_AdjustAnglesForBackAttack( gentity_t *ent, usercmd_t *ucmd )
{
if ( ent->s.number )
{
return qfalse;
}
if ( ( ent->client->ps.saberMove == LS_A_BACK || ent->client->ps.saberMove == LS_A_BACK_CR || ent->client->ps.saberMove == LS_A_BACKSTAB )
&& PM_InAnimForSaberMove( ent->client->ps.torsoAnim, ent->client->ps.saberMove ) )
{
if ( ent->client->ps.saberMove != LS_A_BACKSTAB || !ent->enemy || ent->s.number )
{
if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
{//don't clamp angles when looking through a viewEntity
SetClientViewAngle( ent, ent->client->ps.viewangles );
}
ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH];
ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW];
}
else
{//keep player facing away from their enemy
vec3_t enemyBehindDir;
VectorSubtract( ent->currentOrigin, ent->enemy->currentOrigin, enemyBehindDir );
float enemyBehindYaw = AngleNormalize180( vectoyaw( enemyBehindDir ) );
float yawError = AngleNormalize180( enemyBehindYaw - AngleNormalize180( ent->client->ps.viewangles[YAW] ) );
if ( yawError > 1 )
{
yawError = 1;
}
else if ( yawError < -1 )
{
yawError = -1;
}
ucmd->angles[YAW] = ANGLE2SHORT( AngleNormalize180( ent->client->ps.viewangles[YAW] + yawError ) ) - ent->client->ps.delta_angles[YAW];
ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH];
}
return qtrue;
}
return qfalse;
}
qboolean PM_AdjustAnglesForSaberLock( gentity_t *ent, usercmd_t *ucmd )
{
if ( ent->client->ps.saberLockTime > level.time )
{
if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
{//don't clamp angles when looking through a viewEntity
SetClientViewAngle( ent, ent->client->ps.viewangles );
}
ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH];
ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW];
return qtrue;
}
return qfalse;
}
qboolean PM_AdjustAnglesForKnockdown( gentity_t *ent, usercmd_t *ucmd, qboolean angleClampOnly )
{
if ( PM_InKnockDown( &ent->client->ps ) )
{//being knocked down or getting up, can't do anything!
if ( !angleClampOnly )
{
ucmd->forwardmove = 0;
ucmd->rightmove = 0;
if ( ent->NPC )
{
VectorClear( ent->client->ps.moveDir );
}
//you can jump up out of a knockdown and you get get up into a crouch from a knockdown
//ucmd->upmove = 0;
//if ( !PM_InForceGetUp( &ent->client->ps ) || ent->client->ps.torsoAnimTimer > 800 || ent->s.weapon != WP_SABER )
if ( ent->health > 0 )
{//can only attack if you've started a force-getup and are using the saber
ucmd->buttons = 0;
}
}
if ( !PM_InForceGetUp( &ent->client->ps ) )
{//can't turn unless in a force getup
if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
{//don't clamp angles when looking through a viewEntity
SetClientViewAngle( ent, ent->client->ps.viewangles );
}
ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH];
ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW];
return qtrue;
}
}
return qfalse;
}
/*
================
PM_UpdateViewAngles
This can be used as another entry point when only the viewangles
are being updated isntead of a full move
//FIXME: Now that they pmove twice per think, they snap-look really fast
================
*/
void PM_UpdateViewAngles( playerState_t *ps, usercmd_t *cmd, gentity_t *gent )
{
short temp;
float pitchMin=-75, pitchMax=75, yawMin=0, yawMax=0; //just to shut up warnings
int i;
vec3_t start, end, tmins, tmaxs, right;
trace_t trace;
qboolean lockedYaw = qfalse;
if ( ps->pm_type == PM_INTERMISSION )
{
return; // no view changes at all
}
if ( ps->pm_type != PM_SPECTATOR && ps->stats[STAT_HEALTH] <= 0 )
{
return; // no view changes at all
}
// if ( player_locked )
// {//can't turn
// return;
// }
if ( ps->eFlags & EF_NPC && gent != NULL && gent->client != NULL )
{
if(gent->client->renderInfo.renderFlags & RF_LOCKEDANGLE)
{
pitchMin = 0 - gent->client->renderInfo.headPitchRangeUp - gent->client->renderInfo.torsoPitchRangeUp;
pitchMax = gent->client->renderInfo.headPitchRangeDown + gent->client->renderInfo.torsoPitchRangeDown;
yawMin = 0 - gent->client->renderInfo.headYawRangeLeft - gent->client->renderInfo.torsoYawRangeLeft;
yawMax = gent->client->renderInfo.headYawRangeRight + gent->client->renderInfo.torsoYawRangeRight;
lockedYaw = qtrue;
}
else
{
pitchMin = -gent->client->renderInfo.headPitchRangeUp-gent->client->renderInfo.torsoPitchRangeUp;
pitchMax = gent->client->renderInfo.headPitchRangeDown+gent->client->renderInfo.torsoPitchRangeDown;
}
}
if ( ps->eFlags & EF_LOCKED_TO_WEAPON )
{
// Emplaced guns have different pitch capabilities
pitchMin = -35;
pitchMax = 30;
}
const short pitchClampMin = ANGLE2SHORT(pitchMin);
const short pitchClampMax = ANGLE2SHORT(pitchMax);
// circularly clamp the angles with deltas
for (i=0 ; i<3 ; i++)
{
temp = cmd->angles[i] + ps->delta_angles[i];
if ( i == PITCH )
{
//FIXME get this limit from the NPCs stats?
// don't let the player look up or down more than 90 degrees
if ( temp > pitchClampMax )
{
ps->delta_angles[i] = (pitchClampMax - cmd->angles[i]) & 0xffff; //& clamp to short
temp = pitchClampMax;
}
else if ( temp < pitchClampMin )
{
ps->delta_angles[i] = (pitchClampMin - cmd->angles[i]) & 0xffff; //& clamp to short
temp = pitchClampMin;
}
}
if ( i == ROLL && ps->vehicleModel != 0 )
{
if ( temp > pitchClampMax )
{
ps->delta_angles[i] = (pitchClampMax - cmd->angles[i]) & 0xffff;
temp = pitchClampMax;
}
else if ( temp < pitchClampMin )
{
ps->delta_angles[i] = (pitchClampMin - cmd->angles[i]) & 0xffff;
temp = pitchClampMin;
}
}
//FIXME: Are we losing precision here? Is this why it jitters?
ps->viewangles[i] = SHORT2ANGLE(temp);
if ( i == YAW && lockedYaw)
{
// don't let the player look left or right more than the clamp, if any
if ( AngleSubtract(ps->viewangles[i], gent->client->renderInfo.lockYaw) > yawMax )
{
ps->viewangles[i] = yawMax;
}
else if ( AngleSubtract(ps->viewangles[i], gent->client->renderInfo.lockYaw) < yawMin )
{
ps->viewangles[i] = yawMin;
}
}
}
if ( (!cg.renderingThirdPerson||cg.zoomMode) && (cmd->buttons & BUTTON_USE) && cmd->rightmove != 0 && !cmd->forwardmove && cmd->upmove <= 0 )
{//Only lean if holding use button, strafing and not moving forward or back and not jumping
if ( gent )
{
int leanofs = 0;
vec3_t viewangles;
if ( cmd->rightmove > 0 )
{
/*
if( pm->ps->legsAnim != LEGS_LEAN_RIGHT1)
{
PM_SetAnim(pm, SETANIM_LEGS, LEGS_LEAN_RIGHT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
}
pm->ps->legsAnimTimer = 500;//Force it to hold the anim for at least half a sec
*/
if ( ps->leanofs <= 28 )
{
leanofs = ps->leanofs + 4;
}
else
{
leanofs = 32;
}
}
else
{
/*
if ( pm->ps->legsAnim != LEGS_LEAN_LEFT1 )
{
PM_SetAnim(pm, SETANIM_LEGS, LEGS_LEAN_LEFT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
}
pm->ps->legsAnimTimer = 500;//Force it to hold the anim for at least half a sec
*/
if ( ps->leanofs >= -28 )
{
leanofs = ps->leanofs - 4;
}
else
{
leanofs = -32;
}
}
VectorCopy( ps->origin, start );
start[2] += ps->viewheight;
VectorCopy( ps->viewangles, viewangles );
viewangles[ROLL] = 0;
AngleVectors( ps->viewangles, NULL, right, NULL );
VectorNormalize( right );
right[2] = (leanofs<0)?0.25:-0.25;
VectorMA( start, leanofs, right, end );
VectorSet( tmins, -8, -8, -4 );
VectorSet( tmaxs, 8, 8, 4 );
//if we don't trace EVERY frame, can TURN while leaning and
//end up leaning into solid architecture (sigh)
gi.trace( &trace, start, tmins, tmaxs, end, gent->s.number, MASK_PLAYERSOLID, G2_NOCOLLIDE, 0 );
ps->leanofs = floor((float)leanofs * trace.fraction);
ps->leanStopDebounceTime = 20;
}
}
else
{
if ( gent && (cmd->forwardmove || cmd->upmove > 0) )
{
if( ( pm->ps->legsAnim == LEGS_LEAN_RIGHT1) ||
( pm->ps->legsAnim == LEGS_LEAN_LEFT1) )
{
pm->ps->legsAnimTimer = 0;//Force it to stop the anim
}
}
if ( ps->leanofs > 0 )
{
//FIXME: play lean anim backwards?
ps->leanofs-=4;
if ( ps->leanofs < 0 )
{
ps->leanofs = 0;
}
}
else if ( ps->leanofs < 0 )
{
//FIXME: play lean anim backwards?
ps->leanofs+=4;
if ( ps->leanofs > 0 )
{
ps->leanofs = 0;
}
}
}
if ( ps->leanStopDebounceTime )
{
ps->leanStopDebounceTime -= 1;
cmd->rightmove = 0;
cmd->buttons &= ~BUTTON_USE;
}
}