jkxr/Projects/Android/jni/OpenJK/code/game/g_vehicleLoad.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

432 lines
20 KiB
C++

//g_vehicleLoad.cpp
// leave this line at the top for all NPC_xxxx.cpp files...
#include "g_headers.h"
#include "../qcommon/q_shared.h"
#include "anims.h"
#include "g_vehicles.h"
extern qboolean G_ParseLiteral( const char **data, const char *string );
extern void G_CreateG2AttachedWeaponModel( gentity_t *ent, const char *weaponModel, int boltNum, int weaponNum );
vehicleInfo_t g_vehicleInfo[MAX_VEHICLES];
int numVehicles = 1;//first one is null/default
typedef enum {
VF_INT,
VF_FLOAT,
VF_LSTRING, // string on disk, pointer in memory, TAG_LEVEL
VF_VECTOR,
VF_BOOL,
VF_VEHTYPE,
VF_ANIM
} vehFieldType_t;
typedef struct
{
char *name;
int ofs;
vehFieldType_t type;
} vehField_t;
vehField_t vehFields[VEH_PARM_MAX] =
{
{"name", VFOFS(name), VF_LSTRING}, //unique name of the vehicle
//general data
{"type", VFOFS(type), VF_VEHTYPE}, //what kind of vehicle
{"numHands", VFOFS(numHands), VF_INT}, //if 2 hands, no weapons, if 1 hand, can use 1-handed weapons, if 0 hands, can use 2-handed weapons
{"lookPitch", VFOFS(lookPitch), VF_FLOAT}, //How far you can look up and down off the forward of the vehicle
{"lookYaw", VFOFS(lookYaw), VF_FLOAT}, //How far you can look left and right off the forward of the vehicle
{"length", VFOFS(length), VF_FLOAT}, //how long it is - used for body length traces when turning/moving?
{"width", VFOFS(width), VF_FLOAT}, //how wide it is - used for body length traces when turning/moving?
{"height", VFOFS(height), VF_FLOAT}, //how tall it is - used for body length traces when turning/moving?
{"centerOfGravity", VFOFS(centerOfGravity), VF_VECTOR},//offset from origin: {forward, right, up} as a modifier on that dimension (-1.0f is all the way back, 1.0f is all the way forward)
//speed stats
{"speedMax", VFOFS(speedMax), VF_FLOAT}, //top speed
{"turboSpeed", VFOFS(turboSpeed), VF_FLOAT}, //turbo speed
{"speedMin", VFOFS(speedMin), VF_FLOAT}, //if < 0, can go in reverse
{"speedIdle", VFOFS(speedIdle), VF_FLOAT}, //what speed it drifts to when no accel/decel input is given
{"accelIdle", VFOFS(accelIdle), VF_FLOAT}, //if speedIdle > 0, how quickly it goes up to that speed
{"acceleration", VFOFS(acceleration), VF_FLOAT}, //when pressing on accelerator
{"decelIdle", VFOFS(decelIdle), VF_FLOAT}, //when giving no input, how quickly it drops to speedIdle
{"strafePerc", VFOFS(strafePerc), VF_FLOAT}, //multiplier on current speed for strafing. If 1.0f, you can strafe at the same speed as you're going forward, 0.5 is half, 0 is no strafing
//handling stats
{"bankingSpeed", VFOFS(bankingSpeed), VF_FLOAT}, //how quickly it pitches and rolls (not under player control)
{"pitchLimit", VFOFS(pitchLimit), VF_FLOAT}, //how far it can roll forward or backward
{"rollLimit", VFOFS(rollLimit), VF_FLOAT}, //how far it can roll to either side
{"braking", VFOFS(braking), VF_FLOAT}, //when pressing on decelerator
{"turningSpeed", VFOFS(turningSpeed), VF_FLOAT}, //how quickly you can turn
{"turnWhenStopped", VFOFS(turnWhenStopped), VF_BOOL},//whether or not you can turn when not moving
{"traction", VFOFS(traction), VF_FLOAT}, //how much your command input affects velocity
{"friction", VFOFS(friction), VF_FLOAT}, //how much velocity is cut on its own
{"maxSlope", VFOFS(maxSlope), VF_FLOAT}, //the max slope that it can go up with control
//durability stats
{"mass", VFOFS(mass), VF_INT}, //for momentum and impact force (player mass is 10)
{"armor", VFOFS(armor), VF_INT}, //total points of damage it can take
{"toughness", VFOFS(toughness), VF_FLOAT}, //modifies incoming damage, 1.0 is normal, 0.5 is half, etc. Simulates being made of tougher materials/construction
{"malfunctionArmorLevel", VFOFS(malfunctionArmorLevel), VF_INT},//when armor drops to or below this point, start malfunctioning
//visuals & sounds
{"model", VFOFS(model), VF_LSTRING}, //what model to use - if make it an NPC's primary model, don't need this?
{"skin", VFOFS(skin), VF_LSTRING}, //what skin to use - if make it an NPC's primary model, don't need this?
{"riderAnim", VFOFS(riderAnim), VF_ANIM}, //what animation the rider uses
{"gunswivelBone", VFOFS(gunswivelBone), VF_LSTRING},//gun swivel bones
{"lFinBone", VFOFS(lFinBone), VF_LSTRING}, //left fin bone
{"rFinBone", VFOFS(rFinBone), VF_LSTRING}, //right fin bone
{"lExhaustTag", VFOFS(lExhaustTag), VF_LSTRING}, //left exhaust tag
{"rExhaustTag", VFOFS(rExhaustTag), VF_LSTRING}, //right exhaust tag
{"soundOn", VFOFS(soundOn), VF_LSTRING}, //sound to play when get on it
{"soundLoop", VFOFS(soundLoop), VF_LSTRING}, //sound to loop while riding it
{"soundOff", VFOFS(soundOff), VF_LSTRING}, //sound to play when get off
{"exhaustFX", VFOFS(exhaustFX), VF_LSTRING}, //exhaust effect, played from "*exhaust" bolt(s)
{"trailFX", VFOFS(trailFX), VF_LSTRING}, //trail effect, played from "*trail" bolt(s)
{"impactFX", VFOFS(impactFX), VF_LSTRING}, //impact effect, for when it bumps into something
{"explodeFX", VFOFS(explodeFX), VF_LSTRING}, //explosion effect, for when it blows up (should have the sound built into explosion effect)
{"wakeFX", VFOFS(wakeFX), VF_LSTRING}, //effect it makes when going across water
//other misc stats
{"gravity", VFOFS(gravity), VF_INT}, //normal is 800
{"hoverHeight", VFOFS(hoverHeight), VF_FLOAT}, //if 0, it's a ground vehicle
{"hoverStrength", VFOFS(hoverStrength), VF_FLOAT}, //how hard it pushes off ground when less than hover height... causes "bounce", like shocks
{"waterProof", VFOFS(waterProof), VF_BOOL}, //can drive underwater if it has to
{"bouyancy", VFOFS(bouyancy), VF_FLOAT}, //when in water, how high it floats (1 is neutral bouyancy)
{"fuelMax", VFOFS(fuelMax), VF_INT}, //how much fuel it can hold (capacity)
{"fuelRate", VFOFS(fuelRate), VF_INT}, //how quickly is uses up fuel
{"visibility", VFOFS(visibility), VF_INT}, //for sight alerts
{"loudness", VFOFS(loudness), VF_INT}, //for sound alerts
{"explosionRadius", VFOFS(explosionRadius), VF_FLOAT},//range of explosion
{"explosionDamage", VFOFS(explosionDamage), VF_INT},//damage of explosion
//new stuff
{"maxPassengers", VFOFS(maxPassengers), VF_INT}, // The max number of passengers this vehicle may have (Default = 0).
{"hideRider", VFOFS(hideRider), VF_BOOL }, // rider (and passengers?) should not be drawn
{"killRiderOnDeath", VFOFS(killRiderOnDeath), VF_BOOL },//if rider is on vehicle when it dies, they should die
{"flammable", VFOFS(flammable), VF_BOOL }, //whether or not the vehicle should catch on fire before it explodes
{"explosionDelay", VFOFS(explosionDelay), VF_INT}, //how long the vehicle should be on fire/dying before it explodes
//camera stuff
{"cameraOverride", VFOFS(cameraOverride), VF_BOOL }, //override the third person camera with the below values - normal is 0 (off)
{"cameraRange", VFOFS(cameraRange), VF_FLOAT}, //how far back the camera should be - normal is 80
{"cameraVertOffset", VFOFS(cameraVertOffset), VF_FLOAT},//how high over the vehicle origin the camera should be - normal is 16
{"cameraHorzOffset", VFOFS(cameraHorzOffset), VF_FLOAT},//how far to left/right (negative/positive) of of the vehicle origin the camera should be - normal is 0
{"cameraPitchOffset", VFOFS(cameraPitchOffset), VF_FLOAT},//a modifier on the camera's pitch (up/down angle) to the vehicle - normal is 0
{"cameraFOV", VFOFS(cameraFOV), VF_FLOAT}, //third person camera FOV, default is 80
{"cameraAlpha", VFOFS(cameraAlpha), VF_BOOL }, //fade out the vehicle if it's in the way of the crosshair
};
stringID_table_t VehicleTable[VH_NUM_VEHICLES+1] =
{
ENUM2STRING(VH_WALKER), //something you ride inside of, it walks like you, like an AT-ST
ENUM2STRING(VH_FIGHTER), //something you fly inside of, like an X-Wing or TIE fighter
ENUM2STRING(VH_SPEEDER), //something you ride on that hovers, like a speeder or swoop
ENUM2STRING(VH_ANIMAL), //animal you ride on top of that walks, like a tauntaun
ENUM2STRING(VH_FLIER), //animal you ride on top of that flies, like a giant mynoc?
"", -1
};
void G_VehicleSetDefaults( vehicleInfo_t *vehicle )
{
vehicle->name = "default"; //unique name of the vehicle
/*
//general data
vehicle->type = VH_SPEEDER; //what kind of vehicle
//FIXME: no saber or weapons if numHands = 2, should switch to speeder weapon, no attack anim on player
vehicle->numHands = 2; //if 2 hands, no weapons, if 1 hand, can use 1-handed weapons, if 0 hands, can use 2-handed weapons
vehicle->lookPitch = 35; //How far you can look up and down off the forward of the vehicle
vehicle->lookYaw = 5; //How far you can look left and right off the forward of the vehicle
vehicle->length = 0; //how long it is - used for body length traces when turning/moving?
vehicle->width = 0; //how wide it is - used for body length traces when turning/moving?
vehicle->height = 0; //how tall it is - used for body length traces when turning/moving?
VectorClear( vehicle->centerOfGravity );//offset from origin: {forward, right, up} as a modifier on that dimension (-1.0f is all the way back, 1.0f is all the way forward)
//speed stats - note: these are DESIRED speed, not actual current speed/velocity
vehicle->speedMax = VEH_DEFAULT_SPEED_MAX; //top speed
vehicle->turboSpeed = 0; //turboBoost
vehicle->speedMin = 0; //if < 0, can go in reverse
vehicle->speedIdle = 0; //what speed it drifts to when no accel/decel input is given
vehicle->accelIdle = 0; //if speedIdle > 0, how quickly it goes up to that speed
vehicle->acceleration = VEH_DEFAULT_ACCEL; //when pressing on accelerator (1/2 this when going in reverse)
vehicle->decelIdle = VEH_DEFAULT_DECEL; //when giving no input, how quickly it desired speed drops to speedIdle
vehicle->strafePerc = VEH_DEFAULT_STRAFE_PERC;//multiplier on current speed for strafing. If 1.0f, you can strafe at the same speed as you're going forward, 0.5 is half, 0 is no strafing
//handling stats
vehicle->bankingSpeed = VEH_DEFAULT_BANKING_SPEED; //how quickly it pitches and rolls (not under player control)
vehicle->rollLimit = VEH_DEFAULT_ROLL_LIMIT; //how far it can roll to either side
vehicle->pitchLimit = VEH_DEFAULT_PITCH_LIMIT; //how far it can pitch forward or backward
vehicle->braking = VEH_DEFAULT_BRAKING; //when pressing on decelerator (backwards)
vehicle->turningSpeed = VEH_DEFAULT_TURNING_SPEED; //how quickly you can turn
vehicle->turnWhenStopped = qfalse; //whether or not you can turn when not moving
vehicle->traction = VEH_DEFAULT_TRACTION; //how much your command input affects velocity
vehicle->friction = VEH_DEFAULT_FRICTION; //how much velocity is cut on its own
vehicle->maxSlope = VEH_DEFAULT_MAX_SLOPE; //the max slope that it can go up with control
//durability stats
vehicle->mass = VEH_DEFAULT_MASS; //for momentum and impact force (player mass is 10)
vehicle->armor = VEH_DEFAULT_MAX_ARMOR; //total points of damage it can take
vehicle->toughness = VEH_DEFAULT_TOUGHNESS; //modifies incoming damage, 1.0 is normal, 0.5 is half, etc. Simulates being made of tougher materials/construction
vehicle->malfunctionArmorLevel = 0; //when armor drops to or below this point, start malfunctioning
//visuals & sounds
vehicle->model = "swoop"; //what model to use - if make it an NPC's primary model, don't need this?
vehicle->modelIndex = 0; //set internally, not until this vehicle is spawned into the level
vehicle->skin = NULL; //what skin to use - if make it an NPC's primary model, don't need this?
vehicle->riderAnim = BOTH_GUNSIT1; //what animation the rider uses
vehicle->gunswivelBone = NULL; //gun swivel bones
vehicle->lFinBone = NULL; //left fin bone
vehicle->rFinBone = NULL; //right fin bone
vehicle->lExhaustTag = NULL; //left exhaust tag
vehicle->rExhaustTag = NULL; //right exhaust tag
vehicle->soundOn = NULL; //sound to play when get on it
vehicle->soundLoop = NULL; //sound to loop while riding it
vehicle->soundOff = NULL; //sound to play when get off
vehicle->exhaustFX = NULL; //exhaust effect, played from "*exhaust" bolt(s)
vehicle->trailFX = NULL; //trail effect, played from "*trail" bolt(s)
vehicle->impactFX = NULL; //explosion effect, for when it blows up (should have the sound built into explosion effect)
vehicle->explodeFX = NULL; //explosion effect, for when it blows up (should have the sound built into explosion effect)
vehicle->wakeFX = NULL; //effect itmakes when going across water
//other misc stats
vehicle->gravity = VEH_DEFAULT_GRAVITY; //normal is 800
vehicle->hoverHeight = 0; //if 0, it's a ground vehicle
vehicle->hoverStrength = 0;//how hard it pushes off ground when less than hover height... causes "bounce", like shocks
vehicle->waterProof = qtrue; //can drive underwater if it has to
vehicle->bouyancy = 1.0f; //when in water, how high it floats (1 is neutral bouyancy)
vehicle->fuelMax = 1000; //how much fuel it can hold (capacity)
vehicle->fuelRate = 1; //how quickly is uses up fuel
vehicle->visibility = VEH_DEFAULT_VISIBILITY; //radius for sight alerts
vehicle->loudness = VEH_DEFAULT_LOUDNESS; //radius for sound alerts
vehicle->explosionRadius = VEH_DEFAULT_EXP_RAD;
vehicle->explosionDamage = VEH_DEFAULT_EXP_DMG;
//new stuff
vehicle->maxPassengers = 0;
vehicle->hideRider = qfalse; // rider (and passengers?) should not be drawn
vehicle->killRiderOnDeath = qfalse; //if rider is on vehicle when it dies, they should die
vehicle->flammable = qfalse; //whether or not the vehicle should catch on fire before it explodes
vehicle->explosionDelay = 0; //how long the vehicle should be on fire/dying before it explodes
//camera stuff
vehicle->cameraOverride = qfalse; //whether or not to use all of the following 3rd person camera override values
vehicle->cameraRange = 0.0f; //how far back the camera should be - normal is 80
vehicle->cameraVertOffset = 0.0f; //how high over the vehicle origin the camera should be - normal is 16
vehicle->cameraHorzOffset = 0.0f; //how far to left/right (negative/positive) of of the vehicle origin the camera should be - normal is 0
vehicle->cameraPitchOffset = 0.0f; //a modifier on the camera's pitch (up/down angle) to the vehicle - normal is 0
vehicle->cameraFOV = 0.0f; //third person camera FOV, default is 80
vehicle->cameraAlpha = qfalse; //fade out the vehicle if it's in the way of the crosshair
*/
}
void G_VehicleClampData( vehicleInfo_t *vehicle )
{//sanity check and clamp the vehicle's data
int i;
for ( i = 0; i < 3; i++ )
{
if ( vehicle->centerOfGravity[i] > 1.0f )
{
vehicle->centerOfGravity[i] = 1.0f;
}
else if ( vehicle->centerOfGravity[i] < -1.0f )
{
vehicle->centerOfGravity[i] = -1.0f;
}
}
// Validate passenger max.
if ( vehicle->maxPassengers > VEH_MAX_PASSENGERS )
{
vehicle->maxPassengers = VEH_MAX_PASSENGERS;
}
else if ( vehicle->maxPassengers < 0 )
{
vehicle->maxPassengers = 0;
}
}
static void G_ParseVehicleParms( vehicleInfo_t *vehicle, const char **holdBuf )
{
const char *token;
const char *value;
int i;
vec3_t vec;
byte *b = (byte *)vehicle;
int _iFieldsRead = 0;
vehicleType_t vehType;
while ( holdBuf )
{
token = COM_ParseExt( holdBuf, qtrue );
if ( !token[0] )
{
gi.Printf( S_COLOR_RED"ERROR: unexpected EOF while parsing vehicles!\n" );
return;
}
if ( !Q_stricmp( token, "}" ) ) // End of data for this vehicle
{
break;
}
// Loop through possible parameters
for ( i = 0; i < VEH_PARM_MAX; i++ )
{
if ( vehFields[i].name && !Q_stricmp( vehFields[i].name, token ) )
{
// found it
if ( COM_ParseString( holdBuf, &value ) )
{
continue;
}
switch( vehFields[i].type )
{
case VF_INT:
*(int *)(b+vehFields[i].ofs) = atoi(value);
break;
case VF_FLOAT:
*(float *)(b+vehFields[i].ofs) = atof(value);
break;
case VF_LSTRING: // string on disk, pointer in memory, TAG_LEVEL
*(char **)(b+vehFields[i].ofs) = G_NewString( value );
break;
case VF_VECTOR:
_iFieldsRead = sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]);
assert(_iFieldsRead==3 );
if (_iFieldsRead!=3)
{
gi.Printf (S_COLOR_YELLOW"G_ParseVehicleParms: VEC3 sscanf() failed to read 3 floats ('angle' key bug?)\n");
}
((float *)(b+vehFields[i].ofs))[0] = vec[0];
((float *)(b+vehFields[i].ofs))[1] = vec[1];
((float *)(b+vehFields[i].ofs))[2] = vec[2];
break;
case VF_BOOL:
*(qboolean *)(b+vehFields[i].ofs) = (atof(value)!=0);
break;
case VF_VEHTYPE:
vehType = (vehicleType_t)GetIDForString( VehicleTable, value );
*(vehicleType_t *)(b+vehFields[i].ofs) = vehType;
break;
case VF_ANIM:
int anim = GetIDForString( animTable, value );
*(int *)(b+vehFields[i].ofs) = anim;
break;
}
break;
}
}
}
}
static void G_VehicleStoreParms( const char *p )
{//load up all into a table: g_vehicleInfo
const char *token;
vehicleInfo_t *vehicle;
////////////////// HERE //////////////////////
// The first vehicle just contains all the base level (not 'overridden') function calls.
G_SetSharedVehicleFunctions( &g_vehicleInfo[0] );
numVehicles = 1;
//try to parse data out
COM_BeginParseSession();
//look for an open brace
while ( p )
{
token = COM_ParseExt( &p, qtrue );
if ( token[0] == 0 )
{//barf
return;
}
if ( !Q_stricmp( token, "{" ) )
{//found one, parse out the goodies
if ( numVehicles >= MAX_VEHICLES )
{//sorry, no more vehicle slots!
gi.Printf( S_COLOR_RED"Too many vehicles in *.veh (limit %d)\n", MAX_VEHICLES );
break;
}
//token = token;
vehicle = &g_vehicleInfo[numVehicles++];
G_VehicleSetDefaults( vehicle );
G_ParseVehicleParms( vehicle, &p );
//sanity check and clamp the vehicle's data
G_VehicleClampData( vehicle );
////////////////// HERE //////////////////////
// Setup the shared function pointers.
G_SetSharedVehicleFunctions( vehicle );
switch( vehicle->type )
{
case VH_SPEEDER:
G_SetSpeederVehicleFunctions( vehicle );
break;
case VH_ANIMAL:
G_SetAnimalVehicleFunctions( vehicle );
break;
case VH_FIGHTER:
G_SetFighterVehicleFunctions( vehicle );
break;
case VH_WALKER:
G_SetAnimalVehicleFunctions( vehicle );
break;
}
}
}
}
void G_VehicleLoadParms( void )
{//HMM... only do this if there's a vehicle on the level?
int len, totallen, vehExtFNLen, fileCnt, i;
char *buffer, *holdChar, *marker;
char vehExtensionListBuf[2048]; // The list of file names read in
#define MAX_VEHICLE_DATA_SIZE 0x20000
char VehicleParms[MAX_VEHICLE_DATA_SIZE]={0};
// gi.Printf( "Parsing *.veh vehicle definitions\n" );
//set where to store the first one
totallen = 0;
marker = VehicleParms;
//now load in the .veh vehicle definitions
fileCnt = gi.FS_GetFileList("ext_data/vehicles", ".veh", vehExtensionListBuf, sizeof(vehExtensionListBuf) );
holdChar = vehExtensionListBuf;
for ( i = 0; i < fileCnt; i++, holdChar += vehExtFNLen + 1 )
{
vehExtFNLen = strlen( holdChar );
//gi.Printf( "Parsing %s\n", holdChar );
len = gi.FS_ReadFile( va( "ext_data/vehicles/%s", holdChar), (void **) &buffer );
if ( len == -1 )
{
gi.Printf( "G_VehicleLoadParms: error reading file %s\n", holdChar );
}
else
{
if ( totallen && *(marker-1) == '}' )
{//don't let it end on a } because that should be a stand-alone token
strcat( marker, " " );
totallen++;
marker++;
}
if ( totallen + len >= MAX_VEHICLE_DATA_SIZE ) {
G_Error( "G_VehicleLoadParms: ran out of space before reading %s\n(you must make the .npc files smaller)", holdChar );
}
strcat( marker, buffer );
gi.FS_FreeFile( buffer );
totallen += len;
marker += len;
}
}
G_VehicleStoreParms(VehicleParms);
}