jkxr/Projects/Android/jni/OpenJK/codemp/game/bg_vehicleLoad.c

1475 lines
58 KiB
C

/*
===========================================================================
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/>.
===========================================================================
*/
//bg_vehicleLoad.c
#include "qcommon/q_shared.h"
#include "bg_public.h"
#include "bg_vehicles.h"
#include "bg_weapons.h"
#ifdef _GAME
#include "g_local.h"
#elif _CGAME
#include "cgame/cg_local.h"
#elif UI_BUILD
#include "ui/ui_local.h"
#endif
extern stringID_table_t animTable [MAX_ANIMATIONS+1];
// These buffers are filled in with the same contents and then just read from in
// a few places. We only need one copy on Xbox.
#define MAX_VEH_WEAPON_DATA_SIZE 0x40000 // 0x4000
#define MAX_VEHICLE_DATA_SIZE 0x100000 // 0x10000
char VehWeaponParms[MAX_VEH_WEAPON_DATA_SIZE];
char VehicleParms[MAX_VEHICLE_DATA_SIZE];
void BG_ClearVehicleParseParms(void)
{
//You can't strcat to these forever without clearing them!
VehWeaponParms[0] = 0;
VehicleParms[0] = 0;
}
#if defined(_GAME) || defined(_CGAME)
//These funcs are actually shared in both projects
extern void G_SetAnimalVehicleFunctions( vehicleInfo_t *pVehInfo );
extern void G_SetSpeederVehicleFunctions( vehicleInfo_t *pVehInfo );
extern void G_SetWalkerVehicleFunctions( vehicleInfo_t *pVehInfo );
extern void G_SetFighterVehicleFunctions( vehicleInfo_t *pVehInfo );
#endif
vehWeaponInfo_t g_vehWeaponInfo[MAX_VEH_WEAPONS];
int numVehicleWeapons = 1;//first one is null/default
vehicleInfo_t g_vehicleInfo[MAX_VEHICLES];
int numVehicles = 0;//first one is null/default
void BG_VehicleLoadParms( void );
typedef enum {
VF_IGNORE,
VF_INT,
VF_FLOAT,
VF_STRING, // string on disk, pointer in memory
VF_VECTOR,
VF_BOOL,
VF_VEHTYPE,
VF_ANIM,
VF_WEAPON, // take string, resolve into index into VehWeaponParms
VF_MODEL, // take the string, get the G_ModelIndex
VF_MODEL_CLIENT, // (cgame only) take the string, get the G_ModelIndex
VF_EFFECT, // take the string, get the G_EffectIndex
VF_EFFECT_CLIENT, // (cgame only) take the string, get the index
VF_SHADER, // (cgame only) take the string, call trap->R_RegisterShader
VF_SHADER_NOMIP,// (cgame only) take the string, call trap->R_RegisterShaderNoMip
VF_SOUND, // take the string, get the G_SoundIndex
VF_SOUND_CLIENT // (cgame only) take the string, get the index
} vehFieldType_t;
typedef struct vehField_s {
const char *name;
size_t ofs;
vehFieldType_t type;
} vehField_t;
vehField_t vehWeaponFields[] =
{
{"name", VWFOFS(name), VF_STRING}, //unique name of the vehicle
{"projectile", VWFOFS(bIsProjectile), VF_BOOL}, //traceline or entity?
{"hasGravity", VWFOFS(bHasGravity), VF_BOOL}, //if a projectile, drops
{"ionWeapon", VWFOFS(bIonWeapon), VF_BOOL}, //disables ship shields and sends them out of control
{"saberBlockable", VWFOFS(bSaberBlockable), VF_BOOL}, //lightsabers can deflect this projectile
{"muzzleFX", VWFOFS(iMuzzleFX), VF_EFFECT_CLIENT}, //index of Muzzle Effect
{"model", VWFOFS(iModel), VF_MODEL_CLIENT}, //handle to the model used by this projectile
{"shotFX", VWFOFS(iShotFX), VF_EFFECT_CLIENT}, //index of Shot Effect
{"impactFX", VWFOFS(iImpactFX), VF_EFFECT_CLIENT}, //index of Impact Effect
{"g2MarkShader", VWFOFS(iG2MarkShaderHandle), VF_SHADER}, //index of shader to use for G2 marks made on other models when hit by this projectile
{"g2MarkSize", VWFOFS(fG2MarkSize), VF_FLOAT}, //size (diameter) of the ghoul2 mark
{"loopSound", VWFOFS(iLoopSound), VF_SOUND_CLIENT}, //index of loopSound
{"speed", VWFOFS(fSpeed), VF_FLOAT}, //speed of projectile/range of traceline
{"homing", VWFOFS(fHoming), VF_FLOAT}, //0.0 = not homing, 0.5 = half vel to targ, half cur vel, 1.0 = all vel to targ
{"homingFOV", VWFOFS(fHomingFOV), VF_FLOAT},//missile will lose lock on if DotProduct of missile direction and direction to target ever drops below this (-1 to 1, -1 = never lose target, 0 = lose if ship gets behind missile, 1 = pretty much will lose it's target right away)
{"lockOnTime", VWFOFS(iLockOnTime), VF_INT}, //0 = no lock time needed, else # of ms needed to lock on
{"damage", VWFOFS(iDamage), VF_INT}, //damage done when traceline or projectile directly hits target
{"splashDamage", VWFOFS(iSplashDamage), VF_INT},//damage done to ents in splashRadius of end of traceline or projectile origin on impact
{"splashRadius", VWFOFS(fSplashRadius), VF_FLOAT},//radius that ent must be in to take splashDamage (linear fall-off)
{"ammoPerShot", VWFOFS(iAmmoPerShot), VF_INT},//how much "ammo" each shot takes
{"health", VWFOFS(iHealth), VF_INT}, //if non-zero, projectile can be shot, takes this much damage before being destroyed
{"width", VWFOFS(fWidth), VF_FLOAT}, //width of traceline or bounding box of projecile (non-rotating!)
{"height", VWFOFS(fHeight), VF_FLOAT}, //height of traceline or bounding box of projecile (non-rotating!)
{"lifetime", VWFOFS(iLifeTime), VF_INT}, //removes itself after this amount of time
{"explodeOnExpire", VWFOFS(bExplodeOnExpire), VF_BOOL}, //when iLifeTime is up, explodes rather than simply removing itself
};
static const size_t numVehWeaponFields = ARRAY_LEN( vehWeaponFields );
int vfieldcmp( const void *a, const void *b )
{
return Q_stricmp( (const char *)a, ((vehField_t*)b)->name );
}
static qboolean BG_ParseVehWeaponParm( vehWeaponInfo_t *vehWeapon, const char *parmName, char *pValue )
{
vehField_t *vehWeaponField;
vec3_t vec;
byte *b = (byte *)vehWeapon;
int _iFieldsRead = 0;
vehicleType_t vehType;
char value[1024];
Q_strncpyz( value, pValue, sizeof(value) );
// Loop through possible parameters
vehWeaponField = (vehField_t *)Q_LinearSearch( parmName, vehWeaponFields, numVehWeaponFields, sizeof( vehWeaponFields[0] ), vfieldcmp );
if ( !vehWeaponField )
return qfalse;
// found it
switch( vehWeaponField->type )
{
case VF_INT:
*(int *)(b+vehWeaponField->ofs) = atoi(value);
break;
case VF_FLOAT:
*(float *)(b+vehWeaponField->ofs) = atof(value);
break;
case VF_STRING: // string on disk, pointer in memory
if (!*(char **)(b+vehWeaponField->ofs))
{ //just use 1024 bytes in case we want to write over the string
*(char **)(b+vehWeaponField->ofs) = (char *)BG_Alloc(1024);//(char *)BG_Alloc(strlen(value));
strcpy(*(char **)(b+vehWeaponField->ofs), value);
}
break;
case VF_VECTOR:
_iFieldsRead = sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]);
//assert(_iFieldsRead==3 );
if (_iFieldsRead!=3)
{
Com_Printf (S_COLOR_YELLOW"BG_ParseVehWeaponParm: VEC3 sscanf() failed to read 3 floats ('angle' key bug?)\n");
VectorClear( vec );
}
((float *)(b+vehWeaponField->ofs))[0] = vec[0];
((float *)(b+vehWeaponField->ofs))[1] = vec[1];
((float *)(b+vehWeaponField->ofs))[2] = vec[2];
break;
case VF_BOOL:
*(qboolean *)(b+vehWeaponField->ofs) = (qboolean)(atof(value)!=0);
break;
case VF_VEHTYPE:
vehType = (vehicleType_t)GetIDForString( VehicleTable, value );
*(vehicleType_t *)(b+vehWeaponField->ofs) = vehType;
break;
case VF_ANIM:
{
int anim = GetIDForString( animTable, value );
*(int *)(b+vehWeaponField->ofs) = anim;
}
break;
case VF_WEAPON: // take string, resolve into index into VehWeaponParms
//*(int *)(b+vehWeaponField->ofs) = VEH_VehWeaponIndexForName( value );
break;
case VF_MODEL:// take the string, get the G_ModelIndex
#ifdef _GAME
*(int *)(b+vehWeaponField->ofs) = G_ModelIndex( value );
#else
*(int *)(b+vehWeaponField->ofs) = trap->R_RegisterModel( value );
#endif
break;
case VF_MODEL_CLIENT: // (MP cgame only) take the string, get the G_ModelIndex
#ifdef _GAME
*(int *)(b+vehWeaponField->ofs) = G_ModelIndex( value );
#else
*(int *)(b+vehWeaponField->ofs) = trap->R_RegisterModel( value );
#endif
break;
case VF_EFFECT: // take the string, get the G_EffectIndex
#ifdef _GAME
//*(int *)(b+vehWeaponField->ofs) = G_EffectIndex( value );
#elif _CGAME
*(int *)(b+vehWeaponField->ofs) = trap->FX_RegisterEffect( value );
#endif
break;
case VF_EFFECT_CLIENT: // (MP cgame only) take the string, get the index
#ifdef _GAME
//*(int *)(b+vehWeaponField->ofs) = G_EffectIndex( value );
#elif _CGAME
*(int *)(b+vehWeaponField->ofs) = trap->FX_RegisterEffect( value );
#endif
break;
case VF_SHADER: // (cgame only) take the string, call trap_R_RegisterShader
#ifdef UI_BUILD
*(int *)(b+vehWeaponField->ofs) = trap->R_RegisterShaderNoMip( value );
#elif CGAME
*(int *)(b+vehWeaponField->ofs) = trap->R_RegisterShader( value );
#endif
break;
case VF_SHADER_NOMIP:// (cgame only) take the string, call trap_R_RegisterShaderNoMip
#if defined(_CGAME) || defined(UI_BUILD)
*(int *)(b+vehWeaponField->ofs) = trap->R_RegisterShaderNoMip( value );
#endif
break;
case VF_SOUND: // take the string, get the G_SoundIndex
#ifdef _GAME
*(int *)(b+vehWeaponField->ofs) = G_SoundIndex( value );
#else
*(int *)(b+vehWeaponField->ofs) = trap->S_RegisterSound( value );
#endif
break;
case VF_SOUND_CLIENT: // (MP cgame only) take the string, get the index
#ifdef _GAME
//*(int *)(b+vehWeaponField->ofs) = G_SoundIndex( value );
#else
*(int *)(b+vehWeaponField->ofs) = trap->S_RegisterSound( value );
#endif
break;
default:
//Unknown type?
return qfalse;
}
return qtrue;
}
int VEH_LoadVehWeapon( const char *vehWeaponName )
{//load up specified vehWeapon and save in array: g_vehWeaponInfo
const char *token;
char parmName[128];//we'll assume that no parm name is longer than 128
char *value;
const char *p;
vehWeaponInfo_t *vehWeapon = NULL;
//BG_VehWeaponSetDefaults( &g_vehWeaponInfo[0] );//set the first vehicle to default data
//try to parse data out
p = VehWeaponParms;
COM_BeginParseSession("vehWeapons");
vehWeapon = &g_vehWeaponInfo[numVehicleWeapons];
// look for the right vehicle weapon
while ( p )
{
token = COM_ParseExt( &p, qtrue );
if ( token[0] == 0 )
{
return qfalse;
}
if ( !Q_stricmp( token, vehWeaponName ) )
{
break;
}
SkipBracedSection( &p, 0 );
}
if ( !p )
{
return qfalse;
}
token = COM_ParseExt( &p, qtrue );
if ( token[0] == 0 )
{//barf
return VEH_WEAPON_NONE;
}
if ( Q_stricmp( token, "{" ) != 0 )
{
return VEH_WEAPON_NONE;
}
// parse the vehWeapon info block
while ( 1 )
{
SkipRestOfLine( &p );
token = COM_ParseExt( &p, qtrue );
if ( !token[0] )
{
Com_Printf( S_COLOR_RED"ERROR: unexpected EOF while parsing Vehicle Weapon '%s'\n", vehWeaponName );
return VEH_WEAPON_NONE;
}
if ( !Q_stricmp( token, "}" ) )
{
break;
}
Q_strncpyz( parmName, token, sizeof(parmName) );
value = COM_ParseExt( &p, qtrue );
if ( !value || !value[0] )
{
Com_Printf( S_COLOR_RED"ERROR: Vehicle Weapon token '%s' has no value!\n", parmName );
}
else
{
if ( !BG_ParseVehWeaponParm( vehWeapon, parmName, value ) )
{
Com_Printf( S_COLOR_RED"ERROR: Unknown Vehicle Weapon key/value pair '%s','%s'!\n", parmName, value );
}
}
}
if ( vehWeapon->fHoming )
{//all lock-on weapons use these 2 sounds
#ifdef _GAME
//Hmm, no need fo have server register this, is there?
//G_SoundIndex( "sound/weapons/torpedo/tick.wav" );
//G_SoundIndex( "sound/weapons/torpedo/lock.wav" );
#else
trap->S_RegisterSound( "sound/vehicles/weapons/common/tick.wav" );
trap->S_RegisterSound( "sound/vehicles/weapons/common/lock.wav" );
trap->S_RegisterSound( "sound/vehicles/common/lockalarm1.wav" );
trap->S_RegisterSound( "sound/vehicles/common/lockalarm2.wav" );
trap->S_RegisterSound( "sound/vehicles/common/lockalarm3.wav" );
#endif
}
return (numVehicleWeapons++);
}
int VEH_VehWeaponIndexForName( const char *vehWeaponName )
{
int vw;
if ( !vehWeaponName || !vehWeaponName[0] )
{
Com_Printf( S_COLOR_RED"ERROR: Trying to read Vehicle Weapon with no name!\n" );
return VEH_WEAPON_NONE;
}
for ( vw = VEH_WEAPON_BASE; vw < numVehicleWeapons; vw++ )
{
if ( g_vehWeaponInfo[vw].name
&& Q_stricmp( g_vehWeaponInfo[vw].name, vehWeaponName ) == 0 )
{//already loaded this one
return vw;
}
}
//haven't loaded it yet
if ( vw >= MAX_VEH_WEAPONS )
{//no more room!
Com_Printf( S_COLOR_RED"ERROR: Too many Vehicle Weapons (max 16), aborting load on %s!\n", vehWeaponName );
return VEH_WEAPON_NONE;
}
//we have room for another one, load it up and return the index
//HMM... should we not even load the .vwp file until we want to?
vw = VEH_LoadVehWeapon( vehWeaponName );
if ( vw == VEH_WEAPON_NONE )
{
Com_Printf( S_COLOR_RED"ERROR: Could not find Vehicle Weapon %s!\n", vehWeaponName );
}
return vw;
}
vehField_t vehicleFields[] =
{
{"name", VFOFS(name), VF_STRING}, //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
{"throttleSticks", VFOFS(throttleSticks), VF_BOOL},//if true, speed stays at whatever you accel/decel to, unless you turbo or brake
{"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
{"mouseYaw", VFOFS(mouseYaw), VF_FLOAT}, // The mouse yaw override.
{"mousePitch", VFOFS(mousePitch), VF_FLOAT}, // The mouse yaw override.
{"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
{"speedDependantTurning", VFOFS(speedDependantTurning), VF_BOOL},//vehicle turns faster the faster it's going
//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
{"shields", VFOFS(shields), VF_INT}, //energy shield damage points
{"shieldRechargeMS", VFOFS(shieldRechargeMS), VF_INT},//energy shield milliseconds per point recharged
{"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
{"surfDestruction", VFOFS(surfDestruction), VF_INT},
//visuals & sounds
{"model", VFOFS(model), VF_STRING}, //what model to use - if make it an NPC's primary model, don't need this?
{"skin", VFOFS(skin), VF_STRING}, //what skin to use - if make it an NPC's primary model, don't need this?
{"g2radius", VFOFS(g2radius), VF_INT}, //render radius (really diameter, but...) for the ghoul2 model
{"riderAnim", VFOFS(riderAnim), VF_ANIM}, //what animation the rider uses
{"droidNPC", VFOFS(droidNPC), VF_STRING}, //NPC to attach to *droidunit tag (if it exists in the model)
{"radarIcon", VFOFS(radarIconHandle), VF_SHADER_NOMIP}, //what icon to show on radar in MP
{"dmgIndicFrame", VFOFS(dmgIndicFrameHandle), VF_SHADER_NOMIP}, //what image to use for the frame of the damage indicator
{"dmgIndicShield", VFOFS(dmgIndicShieldHandle), VF_SHADER_NOMIP},//what image to use for the shield of the damage indicator
{"dmgIndicBackground", VFOFS(dmgIndicBackgroundHandle), VF_SHADER_NOMIP},//what image to use for the background of the damage indicator
{"icon_front", VFOFS(iconFrontHandle), VF_SHADER_NOMIP}, //what image to use for the front of the ship on the damage indicator
{"icon_back", VFOFS(iconBackHandle), VF_SHADER_NOMIP}, //what image to use for the back of the ship on the damage indicator
{"icon_right", VFOFS(iconRightHandle), VF_SHADER_NOMIP}, //what image to use for the right of the ship on the damage indicator
{"icon_left", VFOFS(iconLeftHandle), VF_SHADER_NOMIP}, //what image to use for the left of the ship on the damage indicator
{"crosshairShader", VFOFS(crosshairShaderHandle), VF_SHADER_NOMIP}, //what image to use as the crosshair
{"shieldShader", VFOFS(shieldShaderHandle), VF_SHADER}, //What shader to use when drawing the shield shell
//individual "area" health -rww
{"health_front", VFOFS(health_front), VF_INT},
{"health_back", VFOFS(health_back), VF_INT},
{"health_right", VFOFS(health_right), VF_INT},
{"health_left", VFOFS(health_left), VF_INT},
{"soundOn", VFOFS(soundOn), VF_SOUND},//sound to play when get on it
{"soundOff", VFOFS(soundOff), VF_SOUND},//sound to play when get off
{"soundLoop", VFOFS(soundLoop), VF_SOUND},//sound to loop while riding it
{"soundTakeOff", VFOFS(soundTakeOff), VF_SOUND},//sound to play when ship takes off
{"soundEngineStart",VFOFS(soundEngineStart),VF_SOUND_CLIENT},//sound to play when ship's thrusters first activate
{"soundSpin", VFOFS(soundSpin), VF_SOUND},//sound to loop while spiraling out of control
{"soundTurbo", VFOFS(soundTurbo), VF_SOUND},//sound to play when turbo/afterburner kicks in
{"soundHyper", VFOFS(soundHyper), VF_SOUND_CLIENT},//sound to play when hits hyperspace
{"soundLand", VFOFS(soundLand), VF_SOUND},//sound to play when ship lands
{"soundFlyBy", VFOFS(soundFlyBy), VF_SOUND_CLIENT},//sound to play when they buzz you
{"soundFlyBy2", VFOFS(soundFlyBy2), VF_SOUND_CLIENT},//alternate sound to play when they buzz you
{"soundShift1", VFOFS(soundShift1), VF_SOUND},//sound to play when changing speeds
{"soundShift2", VFOFS(soundShift2), VF_SOUND},//sound to play when changing speeds
{"soundShift3", VFOFS(soundShift3), VF_SOUND},//sound to play when changing speeds
{"soundShift4", VFOFS(soundShift4), VF_SOUND},//sound to play when changing speeds
{"exhaustFX", VFOFS(iExhaustFX), VF_EFFECT_CLIENT}, //exhaust effect, played from "*exhaust" bolt(s)
{"turboFX", VFOFS(iTurboFX), VF_EFFECT_CLIENT}, //turbo exhaust effect, played from "*exhaust" bolt(s) when ship is in "turbo" mode
{"turboStartFX", VFOFS(iTurboStartFX), VF_EFFECT}, //turbo start effect, played from "*exhaust" bolt(s) when ship is in "turbo" mode
{"trailFX", VFOFS(iTrailFX), VF_EFFECT_CLIENT}, //trail effect, played from "*trail" bolt(s)
{"impactFX", VFOFS(iImpactFX), VF_EFFECT_CLIENT}, //impact effect, for when it bumps into something
{"explodeFX", VFOFS(iExplodeFX), VF_EFFECT}, //explosion effect, for when it blows up (should have the sound built into explosion effect)
{"wakeFX", VFOFS(iWakeFX), VF_EFFECT_CLIENT}, //effect it makes when going across water
{"dmgFX", VFOFS(iDmgFX), VF_EFFECT_CLIENT}, //effect to play on damage from a weapon or something
{"injureFX", VFOFS(iInjureFX), VF_EFFECT_CLIENT}, //effect to play on partially damaged ship surface
{"noseFX", VFOFS(iNoseFX), VF_EFFECT_CLIENT}, //effect for nose piece flying away when blown off
{"lwingFX", VFOFS(iLWingFX), VF_EFFECT_CLIENT}, //effect for left wing piece flying away when blown off
{"rwingFX", VFOFS(iRWingFX), VF_EFFECT_CLIENT}, //effect for right wing piece flying away when blown off
// Weapon stuff:
{"weap1", VFOFS(weapon[0].ID), VF_WEAPON}, //weapon used when press fire
{"weap2", VFOFS(weapon[1].ID), VF_WEAPON},//weapon used when press alt-fire
// The delay between shots for this weapon.
{"weap1Delay", VFOFS(weapon[0].delay), VF_INT},
{"weap2Delay", VFOFS(weapon[1].delay), VF_INT},
// Whether or not all the muzzles for each weapon can be linked together (linked delay = weapon delay * number of muzzles linked!)
{"weap1Link", VFOFS(weapon[0].linkable), VF_INT},
{"weap2Link", VFOFS(weapon[1].linkable), VF_INT},
// Whether or not to auto-aim the projectiles at the thing under the crosshair when we fire
{"weap1Aim", VFOFS(weapon[0].aimCorrect), VF_BOOL},
{"weap2Aim", VFOFS(weapon[1].aimCorrect), VF_BOOL},
//maximum ammo
{"weap1AmmoMax", VFOFS(weapon[0].ammoMax), VF_INT},
{"weap2AmmoMax", VFOFS(weapon[1].ammoMax), VF_INT},
//ammo recharge rate - milliseconds per unit (minimum of 100, which is 10 ammo per second)
{"weap1AmmoRechargeMS", VFOFS(weapon[0].ammoRechargeMS), VF_INT},
{"weap2AmmoRechargeMS", VFOFS(weapon[1].ammoRechargeMS), VF_INT},
//sound to play when out of ammo (plays default "no ammo" sound if none specified)
{"weap1SoundNoAmmo", VFOFS(weapon[0].soundNoAmmo), VF_SOUND_CLIENT},//sound to play when try to fire weapon 1 with no ammo
{"weap2SoundNoAmmo", VFOFS(weapon[1].soundNoAmmo), VF_SOUND_CLIENT},//sound to play when try to fire weapon 2 with no ammo
// Which weapon a muzzle fires (has to match one of the weapons this vehicle has).
{"weapMuzzle1", VFOFS(weapMuzzle[0]), VF_WEAPON},
{"weapMuzzle2", VFOFS(weapMuzzle[1]), VF_WEAPON},
{"weapMuzzle3", VFOFS(weapMuzzle[2]), VF_WEAPON},
{"weapMuzzle4", VFOFS(weapMuzzle[3]), VF_WEAPON},
{"weapMuzzle5", VFOFS(weapMuzzle[4]), VF_WEAPON},
{"weapMuzzle6", VFOFS(weapMuzzle[5]), VF_WEAPON},
{"weapMuzzle7", VFOFS(weapMuzzle[6]), VF_WEAPON},
{"weapMuzzle8", VFOFS(weapMuzzle[7]), VF_WEAPON},
{"weapMuzzle9", VFOFS(weapMuzzle[8]), VF_WEAPON},
{"weapMuzzle10", VFOFS(weapMuzzle[9]), VF_WEAPON},
// The max height before this ship (?) starts (auto)landing.
{"landingHeight", VFOFS(landingHeight), VF_FLOAT},
//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
{"turboDuration", VFOFS(turboDuration), VF_INT}, //how long turbo lasts
{"turboRecharge", VFOFS(turboRecharge), VF_INT}, //how long turbo takes to recharge
{"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_FLOAT}, //fade out the vehicle to this alpha (0.1-1.0f) if it's in the way of the crosshair
{"cameraPitchDependantVertOffset", VFOFS(cameraPitchDependantVertOffset), VF_BOOL}, //use the hacky AT-ST pitch dependant vertical offset
//===TURRETS===========================================================================
//Turret 1
{"turret1Weap", VFOFS(turret[0].iWeapon), VF_WEAPON},
{"turret1Delay", VFOFS(turret[0].iDelay), VF_INT},
{"turret1AmmoMax", VFOFS(turret[0].iAmmoMax), VF_INT},
{"turret1AmmoRechargeMS", VFOFS(turret[0].iAmmoRechargeMS), VF_INT},
{"turret1YawBone", VFOFS(turret[0].yawBone), VF_STRING},
{"turret1PitchBone", VFOFS(turret[0].pitchBone), VF_STRING},
{"turret1YawAxis", VFOFS(turret[0].yawAxis), VF_INT},
{"turret1PitchAxis", VFOFS(turret[0].pitchAxis), VF_INT},
{"turret1ClampYawL", VFOFS(turret[0].yawClampLeft), VF_FLOAT}, //how far the turret is allowed to turn left
{"turret1ClampYawR", VFOFS(turret[0].yawClampRight), VF_FLOAT}, //how far the turret is allowed to turn right
{"turret1ClampPitchU", VFOFS(turret[0].pitchClampUp), VF_FLOAT}, //how far the turret is allowed to title up
{"turret1ClampPitchD", VFOFS(turret[0].pitchClampDown), VF_FLOAT}, //how far the turret is allowed to tilt down
{"turret1Muzzle1", VFOFS(turret[0].iMuzzle[0]), VF_INT},
{"turret1Muzzle2", VFOFS(turret[0].iMuzzle[1]), VF_INT},
{"turret1TurnSpeed", VFOFS(turret[0].fTurnSpeed), VF_FLOAT},
{"turret1AI", VFOFS(turret[0].bAI), VF_BOOL},
{"turret1AILead", VFOFS(turret[0].bAILead), VF_BOOL},
{"turret1AIRange", VFOFS(turret[0].fAIRange), VF_FLOAT},
{"turret1PassengerNum", VFOFS(turret[0].passengerNum), VF_INT},//which number passenger can control this turret
{"turret1GunnerViewTag", VFOFS(turret[0].gunnerViewTag), VF_STRING},
//Turret 2
{"turret2Weap", VFOFS(turret[1].iWeapon), VF_WEAPON},
{"turret2Delay", VFOFS(turret[1].iDelay), VF_INT},
{"turret2AmmoMax", VFOFS(turret[1].iAmmoMax), VF_INT},
{"turret2AmmoRechargeMS", VFOFS(turret[1].iAmmoRechargeMS), VF_INT},
{"turret2YawBone", VFOFS(turret[1].yawBone), VF_STRING},
{"turret2PitchBone", VFOFS(turret[1].pitchBone), VF_STRING},
{"turret2YawAxis", VFOFS(turret[1].yawAxis), VF_INT},
{"turret2PitchAxis", VFOFS(turret[1].pitchAxis), VF_INT},
{"turret2ClampYawL", VFOFS(turret[1].yawClampLeft), VF_FLOAT}, //how far the turret is allowed to turn left
{"turret2ClampYawR", VFOFS(turret[1].yawClampRight), VF_FLOAT}, //how far the turret is allowed to turn right
{"turret2ClampPitchU", VFOFS(turret[1].pitchClampUp), VF_FLOAT}, //how far the turret is allowed to title up
{"turret2ClampPitchD", VFOFS(turret[1].pitchClampDown), VF_FLOAT}, //how far the turret is allowed to tilt down
{"turret2Muzzle1", VFOFS(turret[1].iMuzzle[0]), VF_INT},
{"turret2Muzzle2", VFOFS(turret[1].iMuzzle[1]), VF_INT},
{"turret2TurnSpeed", VFOFS(turret[1].fTurnSpeed), VF_FLOAT},
{"turret2AI", VFOFS(turret[1].bAI), VF_BOOL},
{"turret2AILead", VFOFS(turret[1].bAILead), VF_BOOL},
{"turret2AIRange", VFOFS(turret[1].fAIRange), VF_FLOAT},
{"turret2PassengerNum", VFOFS(turret[1].passengerNum), VF_INT},//which number passenger can control this turret
{"turret2GunnerViewTag", VFOFS(turret[1].gunnerViewTag), VF_STRING},
//===END TURRETS===========================================================================
};
static const size_t numVehicleFields = ARRAY_LEN( vehicleFields );
stringID_table_t VehicleTable[VH_NUM_VEHICLES+1] =
{
ENUM2STRING(VH_NONE),
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?
{0, -1}
};
// Setup the shared functions (one's that all vehicles would generally use).
extern void G_SetSharedVehicleFunctions( vehicleInfo_t *pVehInfo );
void BG_SetSharedVehicleFunctions( vehicleInfo_t *pVehInfo )
{
#ifdef _GAME
//only do the whole thing if we're on game
G_SetSharedVehicleFunctions(pVehInfo);
#endif
#if defined(_GAME) || defined(_CGAME)
switch( pVehInfo->type )
{
case VH_SPEEDER:
G_SetSpeederVehicleFunctions( pVehInfo );
break;
case VH_ANIMAL:
G_SetAnimalVehicleFunctions( pVehInfo );
break;
case VH_FIGHTER:
G_SetFighterVehicleFunctions( pVehInfo );
break;
case VH_WALKER:
G_SetWalkerVehicleFunctions( pVehInfo );
break;
default:
break;
}
#endif
}
void BG_VehicleSetDefaults( vehicleInfo_t *vehicle )
{
memset(vehicle, 0, sizeof(vehicleInfo_t));
/*
if (!vehicle->name)
{
vehicle->name = (char *)BG_Alloc(1024);
}
strcpy(vehicle->name, "default");
//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 = 0; //if 2 hands, no weapons, if 1 hand, can use 1-handed weapons, if 0 hands, can use 2-handed weapons
vehicle->lookPitch = 0; //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 = "models/map_objects/ships/swoop.md3"; //what model to use - if make it an NPC's primary model, don't need this?
if (!vehicle->model)
{
vehicle->model = (char *)BG_Alloc(1024);
}
strcpy(vehicle->model, "models/map_objects/ships/swoop.md3");
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->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;//VEH_DEFAULT_HOVER_HEIGHT; //if 0, it's a ground vehicle
vehicle->hoverStrength = 0;//VEH_DEFAULT_HOVER_STRENGTH;//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;
vehicle->maxPassengers = 0;
//new stuff
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 BG_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 qboolean BG_ParseVehicleParm( vehicleInfo_t *vehicle, const char *parmName, char *pValue )
{
vehField_t *vehField;
vec3_t vec;
byte *b = (byte *)vehicle;
int _iFieldsRead = 0;
vehicleType_t vehType;
char value[1024];
Q_strncpyz( value, pValue, sizeof(value) );
// Loop through possible parameters
vehField = (vehField_t *)Q_LinearSearch( parmName, vehicleFields, numVehicleFields, sizeof( vehicleFields[0] ), vfieldcmp );
if ( !vehField )
return qfalse;
// found it
switch( vehField->type )
{
case VF_IGNORE:
break;
case VF_INT:
*(int *)(b+vehField->ofs) = atoi(value);
break;
case VF_FLOAT:
*(float *)(b+vehField->ofs) = atof(value);
break;
case VF_STRING: // string on disk, pointer in memory
if (!*(char **)(b+vehField->ofs))
{ //just use 128 bytes in case we want to write over the string
*(char **)(b+vehField->ofs) = (char *)BG_Alloc(128);//(char *)BG_Alloc(strlen(value));
strcpy(*(char **)(b+vehField->ofs), value);
}
break;
case VF_VECTOR:
_iFieldsRead = sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]);
//assert(_iFieldsRead==3 );
if (_iFieldsRead!=3)
{
Com_Printf (S_COLOR_YELLOW"BG_ParseVehicleParm: VEC3 sscanf() failed to read 3 floats ('angle' key bug?)\n");
VectorClear( vec );
}
((float *)(b+vehField->ofs))[0] = vec[0];
((float *)(b+vehField->ofs))[1] = vec[1];
((float *)(b+vehField->ofs))[2] = vec[2];
break;
case VF_BOOL:
*(qboolean *)(b+vehField->ofs) = (qboolean)(atof(value)!=0);
break;
case VF_VEHTYPE:
vehType = (vehicleType_t)GetIDForString( VehicleTable, value );
*(vehicleType_t *)(b+vehField->ofs) = vehType;
break;
case VF_ANIM:
{
int anim = GetIDForString( animTable, value );
*(int *)(b+vehField->ofs) = anim;
}
break;
case VF_WEAPON: // take string, resolve into index into VehWeaponParms
*(int *)(b+vehField->ofs) = VEH_VehWeaponIndexForName( value );
break;
case VF_MODEL: // take the string, get the G_ModelIndex
#ifdef _GAME
*(int *)(b+vehField->ofs) = G_ModelIndex( value );
#else
*(int *)(b+vehField->ofs) = trap->R_RegisterModel( value );
#endif
break;
case VF_MODEL_CLIENT: // (MP cgame only) take the string, get the G_ModelIndex
#ifdef _GAME
//*(int *)(b+vehField->ofs) = G_ModelIndex( value );
#else
*(int *)(b+vehField->ofs) = trap->R_RegisterModel( value );
#endif
break;
case VF_EFFECT: // take the string, get the G_EffectIndex
#ifdef _GAME
*(int *)(b+vehField->ofs) = G_EffectIndex( value );
#elif _CGAME
*(int *)(b+vehField->ofs) = trap->FX_RegisterEffect( value );
#endif
break;
case VF_EFFECT_CLIENT: // (MP cgame only) take the string, get the G_EffectIndex
#ifdef _GAME
//*(int *)(b+vehField->ofs) = G_EffectIndex( value );
#elif _CGAME
*(int *)(b+vehField->ofs) = trap->FX_RegisterEffect( value );
#endif
break;
case VF_SHADER: // (cgame only) take the string, call trap_R_RegisterShader
#ifdef UI_BUILD
*(int *)(b+vehField->ofs) = trap->R_RegisterShaderNoMip( value );
#elif _CGAME
*(int *)(b+vehField->ofs) = trap->R_RegisterShader( value );
#endif
break;
case VF_SHADER_NOMIP:// (cgame only) take the string, call trap_R_RegisterShaderNoMip
#if defined(_CGAME) || defined(UI_BUILD)
*(int *)(b+vehField->ofs) = trap->R_RegisterShaderNoMip( value );
#endif
break;
case VF_SOUND: // take the string, get the G_SoundIndex
#ifdef _GAME
*(int *)(b+vehField->ofs) = G_SoundIndex( value );
#else
*(int *)(b+vehField->ofs) = trap->S_RegisterSound( value );
#endif
break;
case VF_SOUND_CLIENT: // (MP cgame only) take the string, get the G_SoundIndex
#ifdef _GAME
//*(int *)(b+vehField->ofs) = G_SoundIndex( value );
#else
*(int *)(b+vehField->ofs) = trap->S_RegisterSound( value );
#endif
break;
default:
//Unknown type?
return qfalse;
}
return qtrue;
}
int VEH_LoadVehicle( const char *vehicleName )
{//load up specified vehicle and save in array: g_vehicleInfo
const char *token;
//we'll assume that no parm name is longer than 128
char parmName[128] = { 0 };
char weap1[128] = { 0 }, weap2[128] = { 0 };
char weapMuzzle1[128] = { 0 };
char weapMuzzle2[128] = { 0 };
char weapMuzzle3[128] = { 0 };
char weapMuzzle4[128] = { 0 };
char weapMuzzle5[128] = { 0 };
char weapMuzzle6[128] = { 0 };
char weapMuzzle7[128] = { 0 };
char weapMuzzle8[128] = { 0 };
char weapMuzzle9[128] = { 0 };
char weapMuzzle10[128] = { 0 };
char *value = NULL;
const char *p = NULL;
vehicleInfo_t *vehicle = NULL;
// Load the vehicle parms if no vehicles have been loaded yet.
if ( numVehicles == 0 )
{
BG_VehicleLoadParms();
}
//try to parse data out
p = VehicleParms;
COM_BeginParseSession("vehicles");
vehicle = &g_vehicleInfo[numVehicles];
// look for the right vehicle
while ( p )
{
token = COM_ParseExt( &p, qtrue );
if ( token[0] == 0 )
{
return VEHICLE_NONE;
}
if ( !Q_stricmp( token, vehicleName ) )
{
break;
}
SkipBracedSection( &p, 0 );
}
if ( !p )
{
return VEHICLE_NONE;
}
token = COM_ParseExt( &p, qtrue );
if ( token[0] == 0 )
{//barf
return VEHICLE_NONE;
}
if ( Q_stricmp( token, "{" ) != 0 )
{
return VEHICLE_NONE;
}
BG_VehicleSetDefaults( vehicle );
// parse the vehicle info block
while ( 1 )
{
SkipRestOfLine( &p );
token = COM_ParseExt( &p, qtrue );
if ( !token[0] )
{
Com_Printf( S_COLOR_RED"ERROR: unexpected EOF while parsing Vehicle '%s'\n", vehicleName );
return VEHICLE_NONE;
}
if ( !Q_stricmp( token, "}" ) )
{
break;
}
Q_strncpyz( parmName, token, sizeof(parmName) );
value = COM_ParseExt( &p, qtrue );
if ( !value || !value[0] )
{
Com_Printf( S_COLOR_RED"ERROR: Vehicle token '%s' has no value!\n", parmName );
}
else if ( Q_stricmp( "weap1", parmName ) == 0 )
{//hmm, store this off because we don't want to call another one of these text parsing routines while we're in the middle of one...
Q_strncpyz( weap1, value, sizeof(weap1) );
}
else if ( Q_stricmp( "weap2", parmName ) == 0 )
{//hmm, store this off because we don't want to call another one of these text parsing routines while we're in the middle of one...
Q_strncpyz( weap2, value, sizeof(weap2) );
}
else if ( Q_stricmp( "weapMuzzle1", parmName ) == 0 )
{//hmm, store this off because we don't want to call another one of these text parsing routines while we're in the middle of one...
Q_strncpyz( weapMuzzle1, value, sizeof(weapMuzzle1) );
}
else if ( Q_stricmp( "weapMuzzle2", parmName ) == 0 )
{//hmm, store this off because we don't want to call another one of these text parsing routines while we're in the middle of one...
Q_strncpyz( weapMuzzle2, value, sizeof(weapMuzzle2) );
}
else if ( Q_stricmp( "weapMuzzle3", parmName ) == 0 )
{//hmm, store this off because we don't want to call another one of these text parsing routines while we're in the middle of one...
Q_strncpyz( weapMuzzle3, value, sizeof(weapMuzzle3) );
}
else if ( Q_stricmp( "weapMuzzle4", parmName ) == 0 )
{//hmm, store this off because we don't want to call another one of these text parsing routines while we're in the middle of one...
Q_strncpyz( weapMuzzle4, value, sizeof(weapMuzzle4) );
}
else if ( Q_stricmp( "weapMuzzle5", parmName ) == 0 )
{//hmm, store this off because we don't want to call another one of these text parsing routines while we're in the middle of one...
Q_strncpyz( weapMuzzle5, value, sizeof(weapMuzzle5) );
}
else if ( Q_stricmp( "weapMuzzle6", parmName ) == 0 )
{//hmm, store this off because we don't want to call another one of these text parsing routines while we're in the middle of one...
Q_strncpyz( weapMuzzle6, value, sizeof(weapMuzzle6) );
}
else if ( Q_stricmp( "weapMuzzle7", parmName ) == 0 )
{//hmm, store this off because we don't want to call another one of these text parsing routines while we're in the middle of one...
Q_strncpyz( weapMuzzle7, value, sizeof(weapMuzzle7) );
}
else if ( Q_stricmp( "weapMuzzle8", parmName ) == 0 )
{//hmm, store this off because we don't want to call another one of these text parsing routines while we're in the middle of one...
Q_strncpyz( weapMuzzle8, value, sizeof(weapMuzzle8) );
}
else if ( Q_stricmp( "weapMuzzle9", parmName ) == 0 )
{//hmm, store this off because we don't want to call another one of these text parsing routines while we're in the middle of one...
Q_strncpyz( weapMuzzle9, value, sizeof(weapMuzzle9) );
}
else if ( Q_stricmp( "weapMuzzle10", parmName ) == 0 )
{//hmm, store this off because we don't want to call another one of these text parsing routines while we're in the middle of one...
Q_strncpyz( weapMuzzle10, value, sizeof(weapMuzzle10) );
}
else
{
if ( !BG_ParseVehicleParm( vehicle, parmName, value ) )
{
#ifndef FINAL_BUILD
Com_Printf( S_COLOR_RED"ERROR: Unknown Vehicle key/value pair '%s', '%s'!\n", parmName, value );
#endif
}
}
}
//NOW: if we have any weapons, go ahead and load them
if ( weap1[0] )
{
if ( !BG_ParseVehicleParm( vehicle, "weap1", weap1 ) )
{
#ifndef FINAL_BUILD
Com_Printf( S_COLOR_RED"ERROR: Unknown Vehicle key/value pair 'weap1', '%s'!\n", weap1 );
#endif
}
}
if ( weap2[0] )
{
if ( !BG_ParseVehicleParm( vehicle, "weap2", weap2 ) )
{
#ifndef FINAL_BUILD
Com_Printf( S_COLOR_RED"ERROR: Unknown Vehicle key/value pair 'weap2', '%s'!\n", weap2 );
#endif
}
}
if ( weapMuzzle1[0] )
{
if ( !BG_ParseVehicleParm( vehicle, "weapMuzzle1", weapMuzzle1 ) )
{
#ifndef FINAL_BUILD
Com_Printf( S_COLOR_RED"ERROR: Unknown Vehicle key/value pair 'weapMuzzle1', '%s'!\n", weapMuzzle1 );
#endif
}
}
if ( weapMuzzle2[0] )
{
if ( !BG_ParseVehicleParm( vehicle, "weapMuzzle2", weapMuzzle2 ) )
{
#ifndef FINAL_BUILD
Com_Printf( S_COLOR_RED"ERROR: Unknown Vehicle key/value pair 'weapMuzzle2', '%s'!\n", weapMuzzle2 );
#endif
}
}
if ( weapMuzzle3[0] )
{
if ( !BG_ParseVehicleParm( vehicle, "weapMuzzle3", weapMuzzle3 ) )
{
#ifndef FINAL_BUILD
Com_Printf( S_COLOR_RED"ERROR: Unknown Vehicle key/value pair 'weapMuzzle3', '%s'!\n", weapMuzzle3 );
#endif
}
}
if ( weapMuzzle4[0] )
{
if ( !BG_ParseVehicleParm( vehicle, "weapMuzzle4", weapMuzzle4 ) )
{
#ifndef FINAL_BUILD
Com_Printf( S_COLOR_RED"ERROR: Unknown Vehicle key/value pair 'weapMuzzle4', '%s'!\n", weapMuzzle4 );
#endif
}
}
if ( weapMuzzle5[0] )
{
if ( !BG_ParseVehicleParm( vehicle, "weapMuzzle5", weapMuzzle5 ) )
{
#ifndef FINAL_BUILD
Com_Printf( S_COLOR_RED"ERROR: Unknown Vehicle key/value pair 'weapMuzzle5', '%s'!\n", weapMuzzle5 );
#endif
}
}
if ( weapMuzzle6[0] )
{
if ( !BG_ParseVehicleParm( vehicle, "weapMuzzle6", weapMuzzle6 ) )
{
#ifndef FINAL_BUILD
Com_Printf( S_COLOR_RED"ERROR: Unknown Vehicle key/value pair 'weapMuzzle6', '%s'!\n", weapMuzzle6 );
#endif
}
}
if ( weapMuzzle7[0] )
{
if ( !BG_ParseVehicleParm( vehicle, "weapMuzzle7", weapMuzzle7 ) )
{
#ifndef FINAL_BUILD
Com_Printf( S_COLOR_RED"ERROR: Unknown Vehicle key/value pair 'weapMuzzle7', '%s'!\n", weapMuzzle7 );
#endif
}
}
if ( weapMuzzle8[0] )
{
if ( !BG_ParseVehicleParm( vehicle, "weapMuzzle8", weapMuzzle8 ) )
{
#ifndef FINAL_BUILD
Com_Printf( S_COLOR_RED"ERROR: Unknown Vehicle key/value pair 'weapMuzzle8', '%s'!\n", weapMuzzle8 );
#endif
}
}
if ( weapMuzzle9[0] )
{
if ( !BG_ParseVehicleParm( vehicle, "weapMuzzle9", weapMuzzle9 ) )
{
#ifndef FINAL_BUILD
Com_Printf( S_COLOR_RED"ERROR: Unknown Vehicle key/value pair 'weapMuzzle9', '%s'!\n", weapMuzzle9 );
#endif
}
}
if ( weapMuzzle10[0] )
{
if ( !BG_ParseVehicleParm( vehicle, "weapMuzzle10", weapMuzzle10 ) )
{
#ifndef FINAL_BUILD
Com_Printf( S_COLOR_RED"ERROR: Unknown Vehicle key/value pair 'weapMuzzle10', '%s'!\n", weapMuzzle10 );
#endif
}
}
//let's give these guys some defaults
if (!vehicle->health_front)
{
vehicle->health_front = vehicle->armor/4;
}
if (!vehicle->health_back)
{
vehicle->health_back = vehicle->armor/4;
}
if (!vehicle->health_right)
{
vehicle->health_right = vehicle->armor/4;
}
if (!vehicle->health_left)
{
vehicle->health_left = vehicle->armor/4;
}
if ( vehicle->model )
{
#ifdef _GAME
vehicle->modelIndex = G_ModelIndex( va( "models/players/%s/model.glm", vehicle->model ) );
#else
vehicle->modelIndex = trap->R_RegisterModel( va( "models/players/%s/model.glm", vehicle->model ) );
#endif
}
#if defined(_CGAME) || defined(UI_BUILD)
if ( VALIDSTRING( vehicle->skin ) )
trap->R_RegisterSkin( va( "models/players/%s/model_%s.skin", vehicle->model, vehicle->skin) );
#endif
//sanity check and clamp the vehicle's data
BG_VehicleClampData( vehicle );
// Setup the shared function pointers.
BG_SetSharedVehicleFunctions( vehicle );
//misc effects... FIXME: not even used in MP, are they?
if ( vehicle->explosionDamage )
{
#ifdef _GAME
G_EffectIndex( "ships/ship_explosion_mark" );
#elif defined(_CGAME)
trap->FX_RegisterEffect( "ships/ship_explosion_mark" );
#endif
}
if ( vehicle->flammable )
{
#ifdef _GAME
G_SoundIndex( "sound/vehicles/common/fire_lp.wav" );
#else
trap->S_RegisterSound( "sound/vehicles/common/fire_lp.wav" );
#endif
}
if ( vehicle->hoverHeight > 0 )
{
#ifdef _GAME
G_EffectIndex( "ships/swoop_dust" );
#elif defined(_CGAME)
trap->FX_RegisterEffect( "ships/swoop_dust" );
#endif
}
#ifdef _GAME
G_EffectIndex( "volumetric/black_smoke" );
G_EffectIndex( "ships/fire" );
G_SoundIndex( "sound/vehicles/common/release.wav" );
#elif defined(_CGAME)
trap->R_RegisterShader( "gfx/menus/radar/bracket" );
trap->R_RegisterShader( "gfx/menus/radar/lead" );
trap->R_RegisterShaderNoMip( "gfx/menus/radar/asteroid" );
trap->S_RegisterSound( "sound/vehicles/common/impactalarm.wav" );
trap->S_RegisterSound( "sound/vehicles/common/linkweaps.wav" );
trap->S_RegisterSound( "sound/vehicles/common/release.wav" );
trap->FX_RegisterEffect("effects/ships/dest_burning.efx");
trap->FX_RegisterEffect("effects/ships/dest_destroyed.efx");
trap->FX_RegisterEffect( "volumetric/black_smoke" );
trap->FX_RegisterEffect( "ships/fire" );
trap->FX_RegisterEffect("ships/hyperspace_stars");
if ( vehicle->hideRider )
{
trap->R_RegisterShaderNoMip( "gfx/menus/radar/circle_base" );
trap->R_RegisterShaderNoMip( "gfx/menus/radar/circle_base_frame" );
trap->R_RegisterShaderNoMip( "gfx/menus/radar/circle_base_shield" );
}
#endif
return (numVehicles++);
}
int VEH_VehicleIndexForName( const char *vehicleName )
{
int v;
if ( !vehicleName || !vehicleName[0] )
{
Com_Printf( S_COLOR_RED"ERROR: Trying to read Vehicle with no name!\n" );
return VEHICLE_NONE;
}
for ( v = VEHICLE_BASE; v < numVehicles; v++ )
{
if ( g_vehicleInfo[v].name
&& Q_stricmp( g_vehicleInfo[v].name, vehicleName ) == 0 )
{//already loaded this one
return v;
}
}
//haven't loaded it yet
if ( v >= MAX_VEHICLES )
{//no more room!
Com_Printf( S_COLOR_RED"ERROR: Too many Vehicles (max %d), aborting load on %s!\n", MAX_VEHICLES, vehicleName );
return VEHICLE_NONE;
}
//we have room for another one, load it up and return the index
//HMM... should we not even load the .veh file until we want to?
v = VEH_LoadVehicle( vehicleName );
if ( v == VEHICLE_NONE )
{
Com_Printf( S_COLOR_RED"ERROR: Could not find Vehicle %s!\n", vehicleName );
}
return v;
}
void BG_VehWeaponLoadParms( void )
{
int len, totallen, vehExtFNLen, fileCnt, i;
char *holdChar, *marker;
char vehWeaponExtensionListBuf[2048]; // The list of file names read in
fileHandle_t f;
char *tempReadBuffer;
len = 0;
//remember where to store the next one
totallen = len;
marker = VehWeaponParms+totallen;
*marker = 0;
//now load in the extra .veh extensions
fileCnt = trap->FS_GetFileList("ext_data/vehicles/weapons", ".vwp", vehWeaponExtensionListBuf, sizeof(vehWeaponExtensionListBuf) );
holdChar = vehWeaponExtensionListBuf;
tempReadBuffer = (char *)BG_TempAlloc(MAX_VEH_WEAPON_DATA_SIZE);
// NOTE: Not use TempAlloc anymore...
//Make ABSOLUTELY CERTAIN that BG_Alloc/etc. is not used before
//the subsequent BG_TempFree or the pool will be screwed.
for ( i = 0; i < fileCnt; i++, holdChar += vehExtFNLen + 1 )
{
vehExtFNLen = strlen( holdChar );
// Com_Printf( "Parsing %s\n", holdChar );
len = trap->FS_Open(va( "ext_data/vehicles/weapons/%s", holdChar), &f, FS_READ);
if ( len == -1 )
{
Com_Printf( "error reading file\n" );
}
else
{
trap->FS_Read(tempReadBuffer, len, f);
tempReadBuffer[len] = 0;
// Don't let it end on a } because that should be a stand-alone token.
if ( totallen && *(marker-1) == '}' )
{
strcat( marker, " " );
totallen++;
marker++;
}
if ( totallen + len >= MAX_VEH_WEAPON_DATA_SIZE ) {
trap->FS_Close( f );
Com_Error(ERR_DROP, "Vehicle Weapon extensions (*.vwp) are too large" );
}
strcat( marker, tempReadBuffer );
trap->FS_Close( f );
totallen += len;
marker = VehWeaponParms+totallen;
}
}
BG_TempFree(MAX_VEH_WEAPON_DATA_SIZE);
}
void BG_VehicleLoadParms( void )
{//HMM... only do this if there's a vehicle on the level?
int len, totallen, vehExtFNLen, fileCnt, i;
// const char *filename = "ext_data/vehicles.dat";
char *holdChar, *marker;
char vehExtensionListBuf[2048]; // The list of file names read in
fileHandle_t f;
char *tempReadBuffer;
len = 0;
//remember where to store the next one
totallen = len;
marker = VehicleParms+totallen;
*marker = 0;
//now load in the extra .veh extensions
fileCnt = trap->FS_GetFileList("ext_data/vehicles", ".veh", vehExtensionListBuf, sizeof(vehExtensionListBuf) );
holdChar = vehExtensionListBuf;
tempReadBuffer = (char *)BG_TempAlloc(MAX_VEHICLE_DATA_SIZE);
// NOTE: Not use TempAlloc anymore...
//Make ABSOLUTELY CERTAIN that BG_Alloc/etc. is not used before
//the subsequent BG_TempFree or the pool will be screwed.
for ( i = 0; i < fileCnt; i++, holdChar += vehExtFNLen + 1 )
{
vehExtFNLen = strlen( holdChar );
// Com_Printf( "Parsing %s\n", holdChar );
len = trap->FS_Open(va( "ext_data/vehicles/%s", holdChar), &f, FS_READ);
if ( len == -1 )
{
Com_Printf( "error reading file\n" );
}
else
{
trap->FS_Read(tempReadBuffer, len, f);
tempReadBuffer[len] = 0;
// Don't let it end on a } because that should be a stand-alone token.
if ( totallen && *(marker-1) == '}' )
{
strcat( marker, " " );
totallen++;
marker++;
}
if ( totallen + len >= MAX_VEHICLE_DATA_SIZE ) {
trap->FS_Close( f );
Com_Error(ERR_DROP, "Vehicle extensions (*.veh) are too large" );
}
strcat( marker, tempReadBuffer );
trap->FS_Close( f );
totallen += len;
marker = VehicleParms+totallen;
}
}
BG_TempFree(MAX_VEHICLE_DATA_SIZE);
numVehicles = 1;//first one is null/default
//set the first vehicle to default data
BG_VehicleSetDefaults( &g_vehicleInfo[VEHICLE_BASE] );
//sanity check and clamp the vehicle's data
BG_VehicleClampData( &g_vehicleInfo[VEHICLE_BASE] );
// Setup the shared function pointers.
BG_SetSharedVehicleFunctions( &g_vehicleInfo[VEHICLE_BASE] );
//Load the Vehicle Weapons data, too
BG_VehWeaponLoadParms();
}
int BG_VehicleGetIndex( const char *vehicleName )
{
return (VEH_VehicleIndexForName( vehicleName ));
}
//We get the vehicle name passed in as modelname
//with a $ in front of it.
//we are expected to then get the model for the
//vehicle and stomp over modelname with it.
void BG_GetVehicleModelName(char *modelName, const char *vehicleName, size_t len)
{
const char *vehName = &vehicleName[1];
int vIndex = BG_VehicleGetIndex(vehName);
assert(vehicleName[0] == '$');
if (vIndex == VEHICLE_NONE)
Com_Error(ERR_DROP, "BG_GetVehicleModelName: couldn't find vehicle %s", vehName);
Q_strncpyz( modelName, g_vehicleInfo[vIndex].model, len );
}
void BG_GetVehicleSkinName(char *skinname, int len)
{
char *vehName = &skinname[1];
int vIndex = BG_VehicleGetIndex(vehName);
assert(skinname[0] == '$');
if (vIndex == VEHICLE_NONE)
Com_Error(ERR_DROP, "BG_GetVehicleSkinName: couldn't find vehicle %s", vehName);
if ( !VALIDSTRING( g_vehicleInfo[vIndex].skin ) )
skinname[0] = 0;
else
Q_strncpyz( skinname, g_vehicleInfo[vIndex].skin, len );
}
#if defined(_GAME) || defined(_CGAME)
//so cgame can assign the function pointer for the vehicle attachment without having to
//bother with all the other funcs that don't really exist cgame-side.
extern int BG_GetTime(void);
void AttachRidersGeneric( Vehicle_t *pVeh )
{
// If we have a pilot, attach him to the driver tag.
if ( pVeh->m_pPilot )
{
mdxaBone_t boltMatrix;
vec3_t yawOnlyAngles;
bgEntity_t *parent = pVeh->m_pParentEntity;
bgEntity_t *pilot = pVeh->m_pPilot;
int crotchBolt = trap->G2API_AddBolt(parent->ghoul2, 0, "*driver");
assert(parent->playerState);
VectorSet(yawOnlyAngles, 0, parent->playerState->viewangles[YAW], 0);
// Get the driver tag.
trap->G2API_GetBoltMatrix( parent->ghoul2, 0, crotchBolt, &boltMatrix, yawOnlyAngles, parent->playerState->origin, BG_GetTime(), NULL, parent->modelScale );
BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, pilot->playerState->origin );
}
}
#endif