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

2487 lines
72 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/>.
===========================================================================
*/
#include "qcommon/q_shared.h"
#include "g_local.h"
#include "bg_vehicles.h"
extern gentity_t *NPC_Spawn_Do( gentity_t *ent );
extern void NPC_SetAnim(gentity_t *ent,int setAnimParts,int anim,int setAnimFlags);
extern void BG_SetAnim(playerState_t *ps, animation_t *animations, int setAnimParts,int anim,int setAnimFlags, int blendTime);
extern void BG_SetLegsAnimTimer(playerState_t *ps, int time );
extern void BG_SetTorsoAnimTimer(playerState_t *ps, int time );
void G_VehUpdateShields( gentity_t *targ );
#ifdef _GAME
extern void VEH_TurretThink( Vehicle_t *pVeh, gentity_t *parent, int turretNum );
#endif
extern qboolean BG_UnrestrainedPitchRoll( playerState_t *ps, Vehicle_t *pVeh );
void Vehicle_SetAnim(gentity_t *ent,int setAnimParts,int anim,int setAnimFlags, int iBlend)
{
assert(ent->client);
BG_SetAnim(&ent->client->ps, bgAllAnims[ent->localAnimIndex].anims, setAnimParts, anim, setAnimFlags, iBlend);
ent->s.legsAnim = ent->client->ps.legsAnim;
}
void G_VehicleTrace( trace_t *results, const vec3_t start, const vec3_t tMins, const vec3_t tMaxs, const vec3_t end, int passEntityNum, int contentmask )
{
trap->Trace(results, start, tMins, tMaxs, end, passEntityNum, contentmask, qfalse, 0, 0);
}
Vehicle_t *G_IsRidingVehicle( gentity_t *pEnt )
{
gentity_t *ent = (gentity_t *)pEnt;
if ( ent && ent->client && ent->client->NPC_class != CLASS_VEHICLE && ent->s.m_iVehicleNum != 0 ) //ent->client && ( ent->client->ps.eFlags & EF_IN_VEHICLE ) && ent->owner )
{
return g_entities[ent->s.m_iVehicleNum].m_pVehicle;
}
return NULL;
}
float G_CanJumpToEnemyVeh(Vehicle_t *pVeh, const usercmd_t *pUcmd ) {
return 0.0f;
}
// Spawn this vehicle into the world.
void G_VehicleSpawn( gentity_t *self )
{
float yaw;
gentity_t *vehEnt;
VectorCopy( self->r.currentOrigin, self->s.origin );
trap->LinkEntity( (sharedEntity_t *)self );
if ( !self->count )
{
self->count = 1;
}
//save this because self gets removed in next func
yaw = self->s.angles[YAW];
vehEnt = NPC_Spawn_Do( self );
if ( !vehEnt )
{
return;//return NULL;
}
vehEnt->s.angles[YAW] = yaw;
if ( vehEnt->m_pVehicle->m_pVehicleInfo->type != VH_ANIMAL )
{
vehEnt->NPC->behaviorState = BS_CINEMATIC;
}
if (vehEnt->spawnflags & 1)
{ //die without pilot
if (!vehEnt->damage)
{ //default 10 sec
vehEnt->damage = 10000;
}
if (!vehEnt->speed)
{ //default 512 units
vehEnt->speed = 512.0f;
}
vehEnt->m_pVehicle->m_iPilotTime = level.time + vehEnt->damage;
}
//return vehEnt;
}
// Attachs an entity to the vehicle it's riding (it's owner).
void G_AttachToVehicle( gentity_t *pEnt, usercmd_t **ucmd )
{
gentity_t *vehEnt;
mdxaBone_t boltMatrix;
gentity_t *ent;
int crotchBolt;
if ( !pEnt || !ucmd )
return;
ent = (gentity_t *)pEnt;
vehEnt = &g_entities[ent->r.ownerNum];
ent->waypoint = vehEnt->waypoint; // take the veh's waypoint as your own
if ( !vehEnt->m_pVehicle )
return;
crotchBolt = trap->G2API_AddBolt(vehEnt->ghoul2, 0, "*driver");
// Get the driver tag.
trap->G2API_GetBoltMatrix( vehEnt->ghoul2, 0, crotchBolt, &boltMatrix,
vehEnt->m_pVehicle->m_vOrientation, vehEnt->r.currentOrigin,
level.time, NULL, vehEnt->modelScale );
BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, ent->client->ps.origin );
G_SetOrigin(ent, ent->client->ps.origin);
trap->LinkEntity( (sharedEntity_t *)ent );
}
// Animate the vehicle and it's riders.
void Animate( Vehicle_t *pVeh )
{
// Validate a pilot rider.
if ( pVeh->m_pPilot )
{
if (pVeh->m_pVehicleInfo->AnimateRiders)
{
pVeh->m_pVehicleInfo->AnimateRiders( pVeh );
}
}
pVeh->m_pVehicleInfo->AnimateVehicle( pVeh );
}
// Determine whether this entity is able to board this vehicle or not.
qboolean ValidateBoard( Vehicle_t *pVeh, bgEntity_t *pEnt )
{
// Determine where the entity is entering the vehicle from (left, right, or back).
vec3_t vVehToEnt;
vec3_t vVehDir;
const gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
const gentity_t *ent = (gentity_t *)pEnt;
vec3_t vVehAngles;
float fDot;
if ( pVeh->m_iDieTime>0)
{
return qfalse;
}
if ( pVeh->m_pPilot != NULL )
{//already have a driver!
if ( pVeh->m_pVehicleInfo->type == VH_FIGHTER )
{//I know, I know, this should by in the fighters's validateboard()
//can never steal a fighter from it's pilot
if ( pVeh->m_iNumPassengers < pVeh->m_pVehicleInfo->maxPassengers )
{
return qtrue;
}
else
{
return qfalse;
}
}
else if ( pVeh->m_pVehicleInfo->type == VH_WALKER )
{//I know, I know, this should by in the walker's validateboard()
if ( !ent->client || ent->client->ps.groundEntityNum != parent->s.number )
{//can only steal an occupied AT-ST if you're on top (by the hatch)
return qfalse;
}
}
else if (pVeh->m_pVehicleInfo->type == VH_SPEEDER)
{//you can only steal the bike from the driver if you landed on the driver or bike
return (pVeh->m_iBoarding==VEH_MOUNT_THROW_LEFT || pVeh->m_iBoarding==VEH_MOUNT_THROW_RIGHT);
}
}
// Yes, you shouldn't have put this here (you 'should' have made an 'overriden' ValidateBoard func), but in this
// instance it's more than adequate (which is why I do it too :-). Making a whole other function for this is silly.
else if ( pVeh->m_pVehicleInfo->type == VH_FIGHTER )
{
// If you're a fighter, you allow everyone to enter you from all directions.
return qtrue;
}
// Clear out all orientation axis except for the yaw.
VectorSet(vVehAngles, 0, parent->r.currentAngles[YAW], 0);
// Vector from Entity to Vehicle.
VectorSubtract( ent->r.currentOrigin, parent->r.currentOrigin, vVehToEnt );
vVehToEnt[2] = 0;
VectorNormalize( vVehToEnt );
// Get the right vector.
AngleVectors( vVehAngles, NULL, vVehDir, NULL );
VectorNormalize( vVehDir );
// Find the angle between the vehicle right vector and the vehicle to entity vector.
fDot = DotProduct( vVehToEnt, vVehDir );
// If the entity is within a certain angle to the left of the vehicle...
if ( fDot >= 0.5f )
{
// Right board.
pVeh->m_iBoarding = -2;
}
else if ( fDot <= -0.5f )
{
// Left board.
pVeh->m_iBoarding = -1;
}
// Maybe they're trying to board from the back...
else
{
// The forward vector of the vehicle.
// AngleVectors( vVehAngles, vVehDir, NULL, NULL );
// VectorNormalize( vVehDir );
// Find the angle between the vehicle forward and the vehicle to entity vector.
// fDot = DotProduct( vVehToEnt, vVehDir );
// If the entity is within a certain angle behind the vehicle...
//if ( fDot <= -0.85f )
{
// Jump board.
pVeh->m_iBoarding = -3;
}
}
// If for some reason we couldn't board, leave...
if ( pVeh->m_iBoarding > -1 )
return qfalse;
return qtrue;
}
#ifdef VEH_CONTROL_SCHEME_4
void FighterStorePilotViewAngles( Vehicle_t *pVeh, bgEntity_t *parent )
{
playerState_t *riderPS;
bgEntity_t *rider = NULL;
if (parent->s.owner != ENTITYNUM_NONE)
{
rider = PM_BGEntForNum(parent->s.owner); //&g_entities[parent->r.ownerNum];
}
if ( !rider )
{
rider = parent;
}
riderPS = rider->playerState;
VectorClear( pVeh->m_vPrevRiderViewAngles );
pVeh->m_vPrevRiderViewAngles[YAW] = AngleNormalize180(riderPS->viewangles[YAW]);
}
#endif// VEH_CONTROL_SCHEME_4
// Board this Vehicle (get on). The first entity to board an empty vehicle becomes the Pilot.
qboolean Board( Vehicle_t *pVeh, bgEntity_t *pEnt )
{
vec3_t vPlayerDir;
gentity_t *ent = (gentity_t *)pEnt;
gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
// If it's not a valid entity, OR if the vehicle is blowing up (it's dead), OR it's not
// empty, OR we're already being boarded, OR the person trying to get on us is already
// in a vehicle (that was a fun bug :-), leave!
if ( !ent || parent->health <= 0 /*|| !( parent->client->ps.eFlags & EF_EMPTY_VEHICLE )*/ || (pVeh->m_iBoarding > 0) ||
( ent->client->ps.m_iVehicleNum ) )
return qfalse;
// Bucking so we can't do anything (NOTE: Should probably be a better name since fighters don't buck...).
if ( pVeh->m_ulFlags & VEH_BUCKING )
return qfalse;
// Validate the entity's ability to board this vehicle.
if ( !pVeh->m_pVehicleInfo->ValidateBoard( pVeh, pEnt ) )
return qfalse;
// FIXME FIXME!!! Ask Mike monday where ent->client->ps.eFlags might be getting changed!!! It is always 0 (when it should
// be 1024) so a person riding a vehicle is able to ride another vehicle!!!!!!!!
// Tell everybody their status.
// ALWAYS let the player be the pilot.
if ( ent->s.number < MAX_CLIENTS )
{
pVeh->m_pOldPilot = pVeh->m_pPilot;
if ( !pVeh->m_pPilot )
{ //become the pilot, if there isn't one now
pVeh->m_pVehicleInfo->SetPilot( pVeh, (bgEntity_t *)ent );
}
// If we're not yet full...
else if ( pVeh->m_iNumPassengers < pVeh->m_pVehicleInfo->maxPassengers )
{
int i;
// Find an empty slot and put that passenger here.
for ( i = 0; i < pVeh->m_pVehicleInfo->maxPassengers; i++ )
{
if ( pVeh->m_ppPassengers[i] == NULL )
{
pVeh->m_ppPassengers[i] = (bgEntity_t *)ent;
#ifdef _GAME
//Server just needs to tell client which passengernum he is
if ( ent->client )
{
ent->client->ps.generic1 = i+1;
}
#endif
break;
}
}
pVeh->m_iNumPassengers++;
}
// We're full, sorry...
else
{
return qfalse;
}
ent->s.m_iVehicleNum = parent->s.number;
if (ent->client)
{
ent->client->ps.m_iVehicleNum = ent->s.m_iVehicleNum;
}
if ( pVeh->m_pPilot == (bgEntity_t *)ent )
{
parent->r.ownerNum = ent->s.number;
parent->s.owner = parent->r.ownerNum; //for prediction
}
#ifdef _GAME
{
gentity_t *gParent = (gentity_t *)parent;
if ( (gParent->spawnflags&2) )
{//was being suspended
gParent->spawnflags &= ~2;//SUSPENDED - clear this spawnflag, no longer docked, okay to free-fall if not in space
//gParent->client->ps.eFlags &= ~EF_RADAROBJECT;
G_Sound( gParent, CHAN_AUTO, G_SoundIndex( "sound/vehicles/common/release.wav" ) );
if ( gParent->fly_sound_debounce_time )
{//we should drop like a rock for a few seconds
pVeh->m_iDropTime = level.time + gParent->fly_sound_debounce_time;
}
}
}
#endif
//FIXME: rider needs to look in vehicle's direction when he gets in
// Clear these since they're used to turn the vehicle now.
/*SetClientViewAngle( ent, pVeh->m_vOrientation );
memset( &parent->client->usercmd, 0, sizeof( usercmd_t ) );
memset( &pVeh->m_ucmd, 0, sizeof( usercmd_t ) );
VectorClear( parent->client->ps.viewangles );
VectorClear( parent->client->ps.delta_angles );*/
// Set the looping sound only when there is a pilot (when the vehicle is "on").
if ( pVeh->m_pVehicleInfo->soundLoop )
{
parent->client->ps.loopSound = parent->s.loopSound = pVeh->m_pVehicleInfo->soundLoop;
}
}
else
{
// If there's no pilot, try to drive this vehicle.
if ( pVeh->m_pPilot == NULL )
{
pVeh->m_pVehicleInfo->SetPilot( pVeh, (bgEntity_t *)ent );
// TODO: Set pilot should do all this stuff....
parent->r.ownerNum = ent->s.number;
parent->s.owner = parent->r.ownerNum; //for prediction
// Set the looping sound only when there is a pilot (when the vehicle is "on").
if ( pVeh->m_pVehicleInfo->soundLoop )
{
parent->client->ps.loopSound = parent->s.loopSound = pVeh->m_pVehicleInfo->soundLoop;
}
parent->client->ps.speed = 0;
memset( &pVeh->m_ucmd, 0, sizeof( usercmd_t ) );
}
// If we're not yet full...
else if ( pVeh->m_iNumPassengers < pVeh->m_pVehicleInfo->maxPassengers )
{
int i;
// Find an empty slot and put that passenger here.
for ( i = 0; i < pVeh->m_pVehicleInfo->maxPassengers; i++ )
{
if ( pVeh->m_ppPassengers[i] == NULL )
{
pVeh->m_ppPassengers[i] = (bgEntity_t *)ent;
#ifdef _GAME
//Server just needs to tell client which passengernum he is
if ( ent->client )
{
ent->client->ps.generic1 = i+1;
}
#endif
break;
}
}
pVeh->m_iNumPassengers++;
}
// We're full, sorry...
else
{
return qfalse;
}
}
// Make sure the entity knows it's in a vehicle.
ent->client->ps.m_iVehicleNum = parent->s.number;
ent->r.ownerNum = parent->s.number;
ent->s.owner = ent->r.ownerNum; //for prediction
if (pVeh->m_pPilot == (bgEntity_t *)ent)
{
parent->client->ps.m_iVehicleNum = ent->s.number+1; //always gonna be under MAX_CLIENTS so no worries about 1 byte overflow
}
//memset( &ent->client->usercmd, 0, sizeof( usercmd_t ) );
//FIXME: no saber or weapons if numHands = 2, should switch to speeder weapon, no attack anim on player
if ( pVeh->m_pVehicleInfo->numHands == 2 )
{//switch to vehicle weapon
}
if ( pVeh->m_pVehicleInfo->hideRider )
{//hide the rider
pVeh->m_pVehicleInfo->Ghost( pVeh, (bgEntity_t *)ent );
}
// Play the start sounds
if ( pVeh->m_pVehicleInfo->soundOn )
{
G_Sound( parent, CHAN_AUTO, pVeh->m_pVehicleInfo->soundOn );
}
#ifdef VEH_CONTROL_SCHEME_4
if ( pVeh->m_pVehicleInfo->type == VH_FIGHTER )
{//clear their angles
FighterStorePilotViewAngles( pVeh, (bgEntity_t *)parent );
}
#endif //VEH_CONTROL_SCHEME_4
VectorCopy( pVeh->m_vOrientation, vPlayerDir );
vPlayerDir[ROLL] = 0;
SetClientViewAngle( ent, vPlayerDir );
return qtrue;
}
qboolean VEH_TryEject( Vehicle_t *pVeh,
gentity_t *parent,
gentity_t *ent,
int ejectDir,
vec3_t vExitPos )
{
float fBias;
float fVehDiag;
float fEntDiag;
int oldOwner;
vec3_t vEntMins, vEntMaxs, vVehLeaveDir, vVehAngles;
trace_t m_ExitTrace;
// Make sure that the entity is not 'stuck' inside the vehicle (since their bboxes will now intersect).
// This makes the entity leave the vehicle from the right side.
VectorSet(vVehAngles, 0, parent->r.currentAngles[YAW], 0);
switch ( ejectDir )
{
// Left.
case VEH_EJECT_LEFT:
AngleVectors( vVehAngles, NULL, vVehLeaveDir, NULL );
vVehLeaveDir[0] = -vVehLeaveDir[0];
vVehLeaveDir[1] = -vVehLeaveDir[1];
vVehLeaveDir[2] = -vVehLeaveDir[2];
break;
// Right.
case VEH_EJECT_RIGHT:
AngleVectors( vVehAngles, NULL, vVehLeaveDir, NULL );
break;
// Front.
case VEH_EJECT_FRONT:
AngleVectors( vVehAngles, vVehLeaveDir, NULL, NULL );
break;
// Rear.
case VEH_EJECT_REAR:
AngleVectors( vVehAngles, vVehLeaveDir, NULL, NULL );
vVehLeaveDir[0] = -vVehLeaveDir[0];
vVehLeaveDir[1] = -vVehLeaveDir[1];
vVehLeaveDir[2] = -vVehLeaveDir[2];
break;
// Top.
case VEH_EJECT_TOP:
AngleVectors( vVehAngles, NULL, NULL, vVehLeaveDir );
break;
// Bottom?.
case VEH_EJECT_BOTTOM:
break;
}
VectorNormalize( vVehLeaveDir );
//NOTE: not sure why following line was needed - MCG
//pVeh->m_EjectDir = VEH_EJECT_LEFT;
// Since (as of this time) the collidable geometry of the entity is just an axis
// aligned box, we need to get the diagonal length of it in case we come out on that side.
// Diagonal Length == squareroot( squared( Sidex / 2 ) + squared( Sidey / 2 ) );
// TODO: DO diagonal for entity.
fBias = 1.0f;
if (pVeh->m_pVehicleInfo->type == VH_WALKER)
{ //hacktastic!
fBias += 0.2f;
}
VectorCopy( ent->r.currentOrigin, vExitPos );
fVehDiag = sqrtf( ( parent->r.maxs[0] * parent->r.maxs[0] ) + ( parent->r.maxs[1] * parent->r.maxs[1] ) );
VectorCopy( ent->r.maxs, vEntMaxs );
if ( ent->s.number < MAX_CLIENTS )
{//for some reason, in MP, player client mins and maxs are never stored permanently, just set to these hardcoded numbers in PMove
vEntMaxs[0] = 15;
vEntMaxs[1] = 15;
}
fEntDiag = sqrtf( ( vEntMaxs[0] * vEntMaxs[0] ) + ( vEntMaxs[1] * vEntMaxs[1] ) );
vVehLeaveDir[0] *= ( fVehDiag + fEntDiag ) * fBias; // x
vVehLeaveDir[1] *= ( fVehDiag + fEntDiag ) * fBias; // y
vVehLeaveDir[2] *= ( fVehDiag + fEntDiag ) * fBias;
VectorAdd( vExitPos, vVehLeaveDir, vExitPos );
//we actually could end up *not* getting off if the trace fails...
// Check to see if this new position is a valid place for our entity to go.
VectorSet(vEntMins, -15.0f, -15.0f, DEFAULT_MINS_2);
VectorSet(vEntMaxs, 15.0f, 15.0f, DEFAULT_MAXS_2);
oldOwner = ent->r.ownerNum;
ent->r.ownerNum = ENTITYNUM_NONE;
G_VehicleTrace( &m_ExitTrace, ent->r.currentOrigin, vEntMins, vEntMaxs, vExitPos, ent->s.number, ent->clipmask );
ent->r.ownerNum = oldOwner;
if ( m_ExitTrace.allsolid//in solid
|| m_ExitTrace.startsolid)
{
return qfalse;
}
// If the trace hit something, we can't go there!
if ( m_ExitTrace.fraction < 1.0f )
{//not totally clear
if ( (parent->clipmask&ent->r.contents) )//vehicle could actually get stuck on body
{//the trace hit the vehicle, don't let them get out, just in case
return qfalse;
}
//otherwise, use the trace.endpos
VectorCopy( m_ExitTrace.endpos, vExitPos );
}
return qtrue;
}
void G_EjectDroidUnit( Vehicle_t *pVeh, qboolean kill )
{
pVeh->m_pDroidUnit->s.m_iVehicleNum = ENTITYNUM_NONE;
pVeh->m_pDroidUnit->s.owner = ENTITYNUM_NONE;
// pVeh->m_pDroidUnit->s.otherEntityNum2 = ENTITYNUM_NONE;
#ifdef _GAME
{
gentity_t *droidEnt = (gentity_t *)pVeh->m_pDroidUnit;
droidEnt->flags &= ~FL_UNDYING;
droidEnt->r.ownerNum = ENTITYNUM_NONE;
if ( droidEnt->client )
{
droidEnt->client->ps.m_iVehicleNum = ENTITYNUM_NONE;
}
if ( kill )
{//Kill them, too
//FIXME: proper origin, MOD and attacker (for credit/death message)? Get from vehicle?
G_MuteSound(droidEnt->s.number, CHAN_VOICE);
G_Damage( droidEnt, NULL, NULL, NULL, droidEnt->s.origin, 10000, 0, MOD_SUICIDE );//FIXME: proper MOD? Get from vehicle?
}
}
#endif
pVeh->m_pDroidUnit = NULL;
}
// Eject the pilot from the vehicle.
qboolean Eject( Vehicle_t *pVeh, bgEntity_t *pEnt, qboolean forceEject )
{
gentity_t *parent;
vec3_t vExitPos;
gentity_t *ent = (gentity_t *)pEnt;
int firstEjectDir;
qboolean taintedRider = qfalse;
qboolean deadRider = qfalse;
if ( pEnt == pVeh->m_pDroidUnit )
{
G_EjectDroidUnit( pVeh, qfalse );
return qtrue;
}
if (ent)
{
if (!ent->inuse || !ent->client || ent->client->pers.connected != CON_CONNECTED)
{
taintedRider = qtrue;
parent = (gentity_t *)pVeh->m_pParentEntity;
goto getItOutOfMe;
}
else if (ent->health < 1)
{
deadRider = qtrue;
}
}
// Validate.
if ( !ent )
{
return qfalse;
}
if ( !forceEject )
{
if ( !( pVeh->m_iBoarding == 0 || pVeh->m_iBoarding == -999 || ( pVeh->m_iBoarding < -3 && pVeh->m_iBoarding >= -9 ) ) )
{
deadRider = qtrue;
pVeh->m_iBoarding = 0;
pVeh->m_bWasBoarding = qfalse;
}
}
parent = (gentity_t *)pVeh->m_pParentEntity;
//Try ejecting in every direction
if ( pVeh->m_EjectDir < VEH_EJECT_LEFT )
{
pVeh->m_EjectDir = VEH_EJECT_LEFT;
}
else if ( pVeh->m_EjectDir > VEH_EJECT_BOTTOM )
{
pVeh->m_EjectDir = VEH_EJECT_BOTTOM;
}
firstEjectDir = pVeh->m_EjectDir;
while ( !VEH_TryEject( pVeh, parent, ent, pVeh->m_EjectDir, vExitPos ) )
{
pVeh->m_EjectDir++;
if ( pVeh->m_EjectDir > VEH_EJECT_BOTTOM )
{
pVeh->m_EjectDir = VEH_EJECT_LEFT;
}
if ( pVeh->m_EjectDir == firstEjectDir )
{//they all failed
if (!deadRider)
{ //if he's dead.. just shove him in solid, who cares.
return qfalse;
}
if ( forceEject )
{//we want to always get out, just eject him here
VectorCopy( ent->r.currentOrigin, vExitPos );
break;
}
else
{//can't eject
return qfalse;
}
}
}
// Move them to the exit position.
G_SetOrigin( ent, vExitPos );
VectorCopy(ent->r.currentOrigin, ent->client->ps.origin);
trap->LinkEntity( (sharedEntity_t *)ent );
// If it's the player, stop overrides.
if ( ent->s.number < MAX_CLIENTS )
{
}
getItOutOfMe:
// If he's the pilot...
if ( (gentity_t *)pVeh->m_pPilot == ent )
{
int j = 0;
pVeh->m_pPilot = NULL;
parent->r.ownerNum = ENTITYNUM_NONE;
parent->s.owner = parent->r.ownerNum; //for prediction
//keep these current angles
//SetClientViewAngle( parent, pVeh->m_vOrientation );
memset( &parent->client->pers.cmd, 0, sizeof( usercmd_t ) );
memset( &pVeh->m_ucmd, 0, sizeof( usercmd_t ) );
while (j < pVeh->m_iNumPassengers)
{
if (pVeh->m_ppPassengers[j])
{
int k = 1;
pVeh->m_pVehicleInfo->SetPilot( pVeh, pVeh->m_ppPassengers[j] );
parent->r.ownerNum = pVeh->m_ppPassengers[j]->s.number;
parent->s.owner = parent->r.ownerNum; //for prediction
parent->client->ps.m_iVehicleNum = pVeh->m_ppPassengers[j]->s.number+1;
//rearrange the passenger slots now..
#ifdef _GAME
//Server just needs to tell client he's not a passenger anymore
if ( ((gentity_t *)pVeh->m_ppPassengers[j])->client )
{
((gentity_t *)pVeh->m_ppPassengers[j])->client->ps.generic1 = 0;
}
#endif
pVeh->m_ppPassengers[j] = NULL;
while (k < pVeh->m_iNumPassengers)
{
if (!pVeh->m_ppPassengers[k-1])
{ //move down
pVeh->m_ppPassengers[k-1] = pVeh->m_ppPassengers[k];
pVeh->m_ppPassengers[k] = NULL;
#ifdef _GAME
//Server just needs to tell client which passenger he is
if ( pVeh->m_ppPassengers[k-1] && ((gentity_t *)pVeh->m_ppPassengers[k-1])->client )
{
((gentity_t *)pVeh->m_ppPassengers[k-1])->client->ps.generic1 = k;
}
#endif
}
k++;
}
pVeh->m_iNumPassengers--;
break;
}
j++;
}
}
else if (ent==(gentity_t *)pVeh->m_pOldPilot)
{
pVeh->m_pOldPilot = 0;
}
else
{
int i;
// Look for this guy in the passenger list.
for ( i = 0; i < pVeh->m_pVehicleInfo->maxPassengers; i++ )
{
// If we found him...
if ( (gentity_t *)pVeh->m_ppPassengers[i] == ent )
{
#ifdef _GAME
//Server just needs to tell client he's not a passenger anymore
if ( ((gentity_t *)pVeh->m_ppPassengers[i])->client )
{
((gentity_t *)pVeh->m_ppPassengers[i])->client->ps.generic1 = 0;
}
#endif
pVeh->m_ppPassengers[i] = NULL;
pVeh->m_iNumPassengers--;
break;
}
}
// Didn't find him, can't eject because they aren't in the vehicle (hopefully)!
if ( i == pVeh->m_pVehicleInfo->maxPassengers )
{
return qfalse;
}
}
//if (!taintedRider)
{
if ( pVeh->m_pVehicleInfo->hideRider )
{
pVeh->m_pVehicleInfo->UnGhost( pVeh, (bgEntity_t *)ent );
}
}
// If the vehicle now has no pilot...
if ( pVeh->m_pPilot == NULL )
{
parent->client->ps.loopSound = parent->s.loopSound = 0;
// Completely empty vehicle...?
if ( pVeh->m_iNumPassengers == 0 )
{
parent->client->ps.m_iVehicleNum = 0;
}
}
if (taintedRider)
{ //you can go now
pVeh->m_iBoarding = level.time + 1000;
return qtrue;
}
// Client not in a vehicle.
ent->client->ps.m_iVehicleNum = 0;
ent->r.ownerNum = ENTITYNUM_NONE;
ent->s.owner = ent->r.ownerNum; //for prediction
ent->client->ps.viewangles[PITCH] = 0.0f;
ent->client->ps.viewangles[ROLL] = 0.0f;
ent->client->ps.viewangles[YAW] = pVeh->m_vOrientation[YAW];
SetClientViewAngle(ent, ent->client->ps.viewangles);
if (ent->client->solidHack)
{
ent->client->solidHack = 0;
ent->r.contents = CONTENTS_BODY;
}
ent->s.m_iVehicleNum = 0;
// Jump out.
/* if ( ent->client->ps.velocity[2] < JUMP_VELOCITY )
{
ent->client->ps.velocity[2] = JUMP_VELOCITY;
}
else
{
ent->client->ps.velocity[2] += JUMP_VELOCITY;
}*/
// Make sure entity is facing the direction it got off at.
//if was using vehicle weapon, remove it and switch to normal weapon when hop out...
if ( ent->client->ps.weapon == WP_NONE )
{//FIXME: check against this vehicle's gun from the g_vehicleInfo table
//remove the vehicle's weapon from me
//ent->client->ps.stats[STAT_WEAPONS] &= ~( 1 << WP_EMPLACED_GUN );
//ent->client->ps.ammo[weaponData[WP_EMPLACED_GUN].ammoIndex] = 0;//maybe store this ammo on the vehicle before clearing it?
//switch back to a normal weapon we're carrying
//FIXME: store the weapon we were using when we got on and restore that when hop off
/* if ( (ent->client->ps.stats[STAT_WEAPONS]&(1<<WP_SABER)) )
{
CG_ChangeWeapon( WP_SABER );
}
else
{//go through all weapons and switch to highest held
for ( int checkWp = WP_NUM_WEAPONS-1; checkWp > WP_NONE; checkWp-- )
{
if ( (ent->client->ps.stats[STAT_WEAPONS]&(1<<checkWp)) )
{
CG_ChangeWeapon( checkWp );
}
}
if ( checkWp == WP_NONE )
{
CG_ChangeWeapon( WP_NONE );
}
}*/
}
else
{//FIXME: if they have their saber out:
//if dualSabers, add the second saber into the left hand
//saber[0] has more than one blade, turn them all on
//NOTE: this is because you're only allowed to use your first saber's first blade on a vehicle
}
/* if ( !ent->s.number && ent->client->ps.weapon != WP_SABER
&& cg_gunAutoFirst.value )
{
trap->cvar_set( "cg_thirdperson", "0" );
}*/
BG_SetLegsAnimTimer( &ent->client->ps, 0 );
BG_SetTorsoAnimTimer( &ent->client->ps, 0 );
// Set how long until this vehicle can be boarded again.
pVeh->m_iBoarding = level.time + 1000;
return qtrue;
}
// Eject all the inhabitants of this vehicle.
qboolean EjectAll( Vehicle_t *pVeh )
{
// TODO: Setup a default escape for ever vehicle type.
pVeh->m_EjectDir = VEH_EJECT_TOP;
// Make sure no other boarding calls exist. We MUST exit.
pVeh->m_iBoarding = 0;
pVeh->m_bWasBoarding = qfalse;
// Throw them off.
if ( pVeh->m_pPilot )
{
#ifdef _GAME
gentity_t *pilot = (gentity_t*)pVeh->m_pPilot;
#endif
pVeh->m_pVehicleInfo->Eject( pVeh, pVeh->m_pPilot, qtrue );
#ifdef _GAME
if ( pVeh->m_pVehicleInfo->killRiderOnDeath && pilot )
{//Kill them, too
//FIXME: proper origin, MOD and attacker (for credit/death message)? Get from vehicle?
G_MuteSound(pilot->s.number, CHAN_VOICE);
G_Damage( pilot, NULL, NULL, NULL, pilot->s.origin, 10000, 0, MOD_SUICIDE );
}
#endif
}
if ( pVeh->m_pOldPilot )
{
#ifdef _GAME
gentity_t *pilot = (gentity_t*)pVeh->m_pOldPilot;
#endif
pVeh->m_pVehicleInfo->Eject( pVeh, pVeh->m_pOldPilot, qtrue );
#ifdef _GAME
if ( pVeh->m_pVehicleInfo->killRiderOnDeath && pilot )
{//Kill them, too
//FIXME: proper origin, MOD and attacker (for credit/death message)? Get from vehicle?
G_MuteSound(pilot->s.number, CHAN_VOICE);
G_Damage( pilot, NULL, NULL, NULL, pilot->s.origin, 10000, 0, MOD_SUICIDE );
}
#endif
}
if ( pVeh->m_iNumPassengers )
{
int i;
for ( i = 0; i < pVeh->m_pVehicleInfo->maxPassengers; i++ )
{
if ( pVeh->m_ppPassengers[i] )
{
#ifdef _GAME
gentity_t *rider = (gentity_t*)pVeh->m_ppPassengers[i];
#endif
pVeh->m_pVehicleInfo->Eject( pVeh, pVeh->m_ppPassengers[i], qtrue );
#ifdef _GAME
if ( pVeh->m_pVehicleInfo->killRiderOnDeath && rider )
{//Kill them, too
//FIXME: proper origin, MOD and attacker (for credit/death message)? Get from vehicle?
G_MuteSound(rider->s.number, CHAN_VOICE);
G_Damage( rider, NULL, NULL, NULL, rider->s.origin, 10000, 0, MOD_SUICIDE );//FIXME: proper MOD? Get from vehicle?
}
#endif
}
}
pVeh->m_iNumPassengers = 0;
}
if ( pVeh->m_pDroidUnit )
{
G_EjectDroidUnit( pVeh, pVeh->m_pVehicleInfo->killRiderOnDeath );
}
return qtrue;
}
// Start a delay until the vehicle explodes.
static void StartDeathDelay( Vehicle_t *pVeh, int iDelayTimeOverride )
{
gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
if ( iDelayTimeOverride )
{
pVeh->m_iDieTime = level.time + iDelayTimeOverride;
}
else
{
pVeh->m_iDieTime = level.time + pVeh->m_pVehicleInfo->explosionDelay;
}
if ( pVeh->m_pVehicleInfo->flammable )
{
parent->client->ps.loopSound = parent->s.loopSound = G_SoundIndex( "sound/vehicles/common/fire_lp.wav" );
}
}
// Decide whether to explode the vehicle or not.
static void DeathUpdate( Vehicle_t *pVeh )
{
gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
if ( level.time >= pVeh->m_iDieTime )
{
// If the vehicle is not empty.
if ( pVeh->m_pVehicleInfo->Inhabited( pVeh ) )
{
pVeh->m_pVehicleInfo->EjectAll( pVeh );
if ( pVeh->m_pVehicleInfo->Inhabited( pVeh ) )
{ //if we've still got people in us, just kill the bastards
if ( pVeh->m_pPilot )
{
//FIXME: does this give proper credit to the enemy who shot you down?
G_Damage((gentity_t *)pVeh->m_pPilot, (gentity_t *)pVeh->m_pParentEntity, (gentity_t *)pVeh->m_pParentEntity,
NULL, pVeh->m_pParentEntity->playerState->origin, 999, DAMAGE_NO_PROTECTION, MOD_SUICIDE );
}
if ( pVeh->m_iNumPassengers )
{
int i;
for ( i = 0; i < pVeh->m_pVehicleInfo->maxPassengers; i++ )
{
if ( pVeh->m_ppPassengers[i] )
{
//FIXME: does this give proper credit to the enemy who shot you down?
G_Damage((gentity_t *)pVeh->m_ppPassengers[i], (gentity_t *)pVeh->m_pParentEntity, (gentity_t *)pVeh->m_pParentEntity,
NULL, pVeh->m_pParentEntity->playerState->origin, 999, DAMAGE_NO_PROTECTION, MOD_SUICIDE );
}
}
}
}
}
if ( !pVeh->m_pVehicleInfo->Inhabited( pVeh ) )
{ //explode now as long as we managed to kick everyone out
vec3_t lMins, lMaxs, bottom;
trace_t trace;
if ( pVeh->m_pVehicleInfo->iExplodeFX )
{
vec3_t fxAng;
VectorSet(fxAng, -90.0f, 0.0f, 0.0f);
G_PlayEffectID( pVeh->m_pVehicleInfo->iExplodeFX, parent->r.currentOrigin, fxAng );
//trace down and place mark
VectorCopy( parent->r.currentOrigin, bottom );
bottom[2] -= 80;
G_VehicleTrace( &trace, parent->r.currentOrigin, vec3_origin, vec3_origin, bottom, parent->s.number, CONTENTS_SOLID );
if ( trace.fraction < 1.0f )
{
VectorCopy( trace.endpos, bottom );
bottom[2] += 2;
VectorSet(fxAng, -90.0f, 0.0f, 0.0f);
G_PlayEffectID( G_EffectIndex("ships/ship_explosion_mark"), trace.endpos, fxAng );
}
}
parent->takedamage = qfalse;//so we don't recursively damage ourselves
if ( pVeh->m_pVehicleInfo->explosionRadius > 0 && pVeh->m_pVehicleInfo->explosionDamage > 0 )
{
VectorCopy( parent->r.mins, lMins );
lMins[2] = -4;//to keep it off the ground a *little*
VectorCopy( parent->r.maxs, lMaxs );
VectorCopy( parent->r.currentOrigin, bottom );
bottom[2] += parent->r.mins[2] - 32;
G_VehicleTrace( &trace, parent->r.currentOrigin, lMins, lMaxs, bottom, parent->s.number, CONTENTS_SOLID );
G_RadiusDamage( trace.endpos, NULL, pVeh->m_pVehicleInfo->explosionDamage, pVeh->m_pVehicleInfo->explosionRadius, NULL, NULL, MOD_SUICIDE );//FIXME: extern damage and radius or base on fuel
}
parent->think = G_FreeEntity;
parent->nextthink = level.time + FRAMETIME;
}
}
}
// Register all the assets used by this vehicle.
void RegisterAssets( Vehicle_t *pVeh )
{
}
extern void ChangeWeapon( gentity_t *ent, int newWeapon );
// Initialize the vehicle.
qboolean Initialize( Vehicle_t *pVeh )
{
gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
int i = 0;
if ( !parent || !parent->client )
return qfalse;
parent->client->ps.m_iVehicleNum = 0;
parent->s.m_iVehicleNum = 0;
{
pVeh->m_iArmor = pVeh->m_pVehicleInfo->armor;
parent->client->pers.maxHealth = parent->client->ps.stats[STAT_MAX_HEALTH] = parent->NPC->stats.health = parent->health = parent->client->ps.stats[STAT_HEALTH] = pVeh->m_iArmor;
pVeh->m_iShields = pVeh->m_pVehicleInfo->shields;
G_VehUpdateShields( parent );
parent->client->ps.stats[STAT_ARMOR] = pVeh->m_iShields;
}
parent->mass = pVeh->m_pVehicleInfo->mass;
//initialize the ammo to max
for ( i = 0; i < MAX_VEHICLE_WEAPONS; i++ )
{
parent->client->ps.ammo[i] = pVeh->weaponStatus[i].ammo = pVeh->m_pVehicleInfo->weapon[i].ammoMax;
}
for ( i = 0; i < MAX_VEHICLE_TURRETS; i++ )
{
pVeh->turretStatus[i].nextMuzzle = (pVeh->m_pVehicleInfo->turret[i].iMuzzle[i]-1);
parent->client->ps.ammo[MAX_VEHICLE_WEAPONS+i] = pVeh->turretStatus[i].ammo = pVeh->m_pVehicleInfo->turret[i].iAmmoMax;
if ( pVeh->m_pVehicleInfo->turret[i].bAI )
{//they're going to be finding enemies, init this to NONE
pVeh->turretStatus[i].enemyEntNum = ENTITYNUM_NONE;
}
}
//begin stopped...?
parent->client->ps.speed = 0;
VectorClear( pVeh->m_vOrientation );
pVeh->m_vOrientation[YAW] = parent->s.angles[YAW];
if ( pVeh->m_pVehicleInfo->gravity &&
pVeh->m_pVehicleInfo->gravity != g_gravity.value )
{//not normal gravity
if ( parent->NPC )
{
parent->NPC->aiFlags |= NPCAI_CUSTOM_GRAVITY;
}
parent->client->ps.gravity = pVeh->m_pVehicleInfo->gravity;
}
if ( pVeh->m_pVehicleInfo->maxPassengers > 0 )
{
// Allocate an array of entity pointers.
for ( i = 0; i < pVeh->m_pVehicleInfo->maxPassengers; i++ )
{
pVeh->m_ppPassengers[i] = NULL;
}
}
pVeh->m_iNumPassengers = 0;
/*
if ( pVeh->m_iVehicleTypeID == VH_FIGHTER )
{
pVeh->m_ulFlags = VEH_GEARSOPEN;
}
else
*/
//why?! -rww
{
pVeh->m_ulFlags = 0;
}
pVeh->m_fTimeModifier = 1.0f;
pVeh->m_iBoarding = 0;
pVeh->m_bWasBoarding = qfalse;
pVeh->m_pOldPilot = NULL;
VectorClear(pVeh->m_vBoardingVelocity);
pVeh->m_pPilot = NULL;
memset( &pVeh->m_ucmd, 0, sizeof( usercmd_t ) );
pVeh->m_iDieTime = 0;
pVeh->m_EjectDir = VEH_EJECT_LEFT;
//pVeh->m_iDriverTag = -1;
//pVeh->m_iLeftExhaustTag = -1;
//pVeh->m_iRightExhaustTag = -1;
//pVeh->m_iGun1Tag = -1;
//pVeh->m_iGun1Bone = -1;
//pVeh->m_iLeftWingBone = -1;
//pVeh->m_iRightWingBone = -1;
memset( pVeh->m_iExhaustTag, -1, sizeof( int ) * MAX_VEHICLE_EXHAUSTS );
memset( pVeh->m_iMuzzleTag, -1, sizeof( int ) * MAX_VEHICLE_MUZZLES );
// FIXME! Use external values read from the vehicle data file!
pVeh->m_iDroidUnitTag = -1;
//initialize to blaster, just since it's a basic weapon and there's no lightsaber crap...?
parent->client->ps.weapon = WP_BLASTER;
parent->client->ps.weaponstate = WEAPON_READY;
parent->client->ps.stats[STAT_WEAPONS] |= (1<<WP_BLASTER);
//Initialize to landed (wings closed, gears down) animation
{
int iFlags = SETANIM_FLAG_NORMAL, iBlend = 300;
pVeh->m_ulFlags |= VEH_GEARSOPEN;
BG_SetAnim(pVeh->m_pParentEntity->playerState,
bgAllAnims[pVeh->m_pParentEntity->localAnimIndex].anims,
SETANIM_BOTH, BOTH_VS_IDLE, iFlags, iBlend);
}
return qtrue;
}
// Like a think or move command, this updates various vehicle properties.
void G_VehicleDamageBoxSizing(Vehicle_t *pVeh); //declared below
static qboolean Update( Vehicle_t *pVeh, const usercmd_t *pUmcd )
{
gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
gentity_t *pilotEnt;
//static float fMod = 1000.0f / 60.0f;
vec3_t vVehAngles;
int i;
int prevSpeed;
int nextSpeed;
int curTime;
int halfMaxSpeed;
playerState_t *parentPS;
qboolean linkHeld = qfalse;
parentPS = pVeh->m_pParentEntity->playerState;
#ifdef _GAME
curTime = level.time;
#elif _CGAME
//FIXME: pass in ucmd? Not sure if this is reliable...
curTime = pm->cmd.serverTime;
#endif
//increment the ammo for all rechargeable weapons
for ( i = 0; i < MAX_VEHICLE_WEAPONS; i++ )
{
if ( pVeh->m_pVehicleInfo->weapon[i].ID > VEH_WEAPON_BASE//have a weapon in this slot
&& pVeh->m_pVehicleInfo->weapon[i].ammoRechargeMS//its ammo is rechargable
&& pVeh->weaponStatus[i].ammo < pVeh->m_pVehicleInfo->weapon[i].ammoMax//its ammo is below max
&& pUmcd->serverTime-pVeh->weaponStatus[i].lastAmmoInc >= pVeh->m_pVehicleInfo->weapon[i].ammoRechargeMS )//enough time has passed
{//add 1 to the ammo
pVeh->weaponStatus[i].lastAmmoInc = pUmcd->serverTime;
pVeh->weaponStatus[i].ammo++;
//NOTE: in order to send the vehicle's ammo info to the client, we copy the ammo into the first 2 ammo slots on the vehicle NPC's client->ps.ammo array
if ( parent && parent->client )
{
parent->client->ps.ammo[i] = pVeh->weaponStatus[i].ammo;
}
}
}
for ( i = 0; i < MAX_VEHICLE_TURRETS; i++ )
{
if ( pVeh->m_pVehicleInfo->turret[i].iWeapon > VEH_WEAPON_BASE//have a weapon in this slot
&& pVeh->m_pVehicleInfo->turret[i].iAmmoRechargeMS//its ammo is rechargable
&& pVeh->turretStatus[i].ammo < pVeh->m_pVehicleInfo->turret[i].iAmmoMax//its ammo is below max
&& pUmcd->serverTime-pVeh->turretStatus[i].lastAmmoInc >= pVeh->m_pVehicleInfo->turret[i].iAmmoRechargeMS )//enough time has passed
{//add 1 to the ammo
pVeh->turretStatus[i].lastAmmoInc = pUmcd->serverTime;
pVeh->turretStatus[i].ammo++;
//NOTE: in order to send the vehicle's ammo info to the client, we copy the ammo into the first 2 ammo slots on the vehicle NPC's client->ps.ammo array
if ( parent && parent->client )
{
parent->client->ps.ammo[MAX_VEHICLE_WEAPONS+i] = pVeh->turretStatus[i].ammo;
}
}
}
//increment shields for rechargable shields
if ( pVeh->m_pVehicleInfo->shieldRechargeMS
&& parentPS->stats[STAT_ARMOR] > 0 //still have some shields left
&& parentPS->stats[STAT_ARMOR] < pVeh->m_pVehicleInfo->shields//its below max
&& pUmcd->serverTime-pVeh->lastShieldInc >= pVeh->m_pVehicleInfo->shieldRechargeMS )//enough time has passed
{
parentPS->stats[STAT_ARMOR]++;
if ( parentPS->stats[STAT_ARMOR] > pVeh->m_pVehicleInfo->shields )
{
parentPS->stats[STAT_ARMOR] = pVeh->m_pVehicleInfo->shields;
}
pVeh->m_iShields = parentPS->stats[STAT_ARMOR];
G_VehUpdateShields( parent );
}
if (parent && parent->r.ownerNum != parent->s.owner)
{
parent->s.owner = parent->r.ownerNum;
}
//keep the PS value in sync. set it up here in case we return below at some point.
if (pVeh->m_iBoarding)
{
parent->client->ps.vehBoarding = qtrue;
}
else
{
parent->client->ps.vehBoarding = qfalse;
}
// See whether this vehicle should be dieing or dead.
if ( pVeh->m_iDieTime != 0 )
{//NOTE!!!: This HAS to be consistent with cgame!!!
// Keep track of the old orientation.
VectorCopy( pVeh->m_vOrientation, pVeh->m_vPrevOrientation );
// Process the orient commands.
pVeh->m_pVehicleInfo->ProcessOrientCommands( pVeh );
// Need to copy orientation to our entity's viewangles so that it renders at the proper angle and currentAngles is correct.
SetClientViewAngle( parent, pVeh->m_vOrientation );
if ( pVeh->m_pPilot )
{
SetClientViewAngle( (gentity_t *)pVeh->m_pPilot, pVeh->m_vOrientation );
}
/*
for ( i = 0; i < pVeh->m_pVehicleInfo->maxPassengers; i++ )
{
if ( pVeh->m_ppPassengers[i] )
{
SetClientViewAngle( (gentity_t *)pVeh->m_ppPassengers[i], pVeh->m_vOrientation );
}
}
*/
// Process the move commands.
pVeh->m_pVehicleInfo->ProcessMoveCommands( pVeh );
// Setup the move direction.
if ( pVeh->m_pVehicleInfo->type == VH_FIGHTER )
{
AngleVectors( pVeh->m_vOrientation, parent->client->ps.moveDir, NULL, NULL );
}
else
{
VectorSet(vVehAngles, 0, pVeh->m_vOrientation[YAW], 0);
AngleVectors( vVehAngles, parent->client->ps.moveDir, NULL, NULL );
}
pVeh->m_pVehicleInfo->DeathUpdate( pVeh );
return qfalse;
}
// Vehicle dead!
else if ( parent->health <= 0 )
{
// Instant kill.
if (pVeh->m_pVehicleInfo->type == VH_FIGHTER &&
pVeh->m_iLastImpactDmg > 500)
{ //explode instantly in inferno-y death
pVeh->m_pVehicleInfo->StartDeathDelay( pVeh, -1/* -1 causes instant death */);
}
else
{
pVeh->m_pVehicleInfo->StartDeathDelay( pVeh, 0 );
}
pVeh->m_pVehicleInfo->DeathUpdate( pVeh );
return qfalse;
}
#ifdef _GAME
if (parent->spawnflags & 1)
{
if (pVeh->m_pPilot || !pVeh->m_bHasHadPilot)
{
if (pVeh->m_pPilot && !pVeh->m_bHasHadPilot)
{
pVeh->m_bHasHadPilot = qtrue;
pVeh->m_iPilotLastIndex = pVeh->m_pPilot->s.number;
}
pVeh->m_iPilotTime = level.time + parent->damage;
}
else if (pVeh->m_iPilotTime)
{ //die
gentity_t *oldPilot = &g_entities[pVeh->m_iPilotLastIndex];
if (!oldPilot->inuse || !oldPilot->client ||
oldPilot->client->pers.connected != CON_CONNECTED)
{ //no longer in the game?
G_Damage(parent, parent, parent, NULL, parent->client->ps.origin, 99999, DAMAGE_NO_PROTECTION, MOD_SUICIDE);
}
else
{
vec3_t v;
VectorSubtract(parent->client->ps.origin, oldPilot->client->ps.origin, v);
if (VectorLength(v) < parent->speed)
{ //they are still within the minimum distance to their vehicle
pVeh->m_iPilotTime = level.time + parent->damage;
}
else if (pVeh->m_iPilotTime < level.time)
{ //dying time
G_Damage(parent, parent, parent, NULL, parent->client->ps.origin, 99999, DAMAGE_NO_PROTECTION, MOD_SUICIDE);
}
}
}
}
#endif
if (pVeh->m_iBoarding != 0)
{
pilotEnt = (gentity_t *)pVeh->m_pPilot;
if (pilotEnt)
{
if (!pilotEnt->inuse || !pilotEnt->client || pilotEnt->health <= 0 ||
pilotEnt->client->pers.connected != CON_CONNECTED)
{
pVeh->m_pVehicleInfo->Eject( pVeh, pVeh->m_pPilot, qtrue );
return qfalse;
}
}
}
// If we're not done mounting, can't do anything.
if ( pVeh->m_iBoarding != 0 )
{
if (!pVeh->m_bWasBoarding)
{
VectorCopy(parentPS->velocity, pVeh->m_vBoardingVelocity);
pVeh->m_bWasBoarding = qtrue;
}
// See if we're done boarding.
if ( pVeh->m_iBoarding > -1 && pVeh->m_iBoarding <= level.time )
{
pVeh->m_bWasBoarding = qfalse;
pVeh->m_iBoarding = 0;
}
else
{
goto maintainSelfDuringBoarding;
}
}
parent = (gentity_t *)pVeh->m_pParentEntity;
// Validate vehicle.
if ( !parent || !parent->client || parent->health <= 0 )
return qfalse;
// See if any of the riders are dead and if so kick em off.
if ( pVeh->m_pPilot )
{
pilotEnt = (gentity_t *)pVeh->m_pPilot;
if (!pilotEnt->inuse || !pilotEnt->client || pilotEnt->health <= 0 ||
pilotEnt->client->pers.connected != CON_CONNECTED)
{
pVeh->m_pVehicleInfo->Eject( pVeh, pVeh->m_pPilot, qtrue );
}
}
// If we're not empty...
if ( pVeh->m_iNumPassengers > 0 )
{
gentity_t *psngr;
// See if any of these suckers are dead.
for ( i = 0; i < pVeh->m_pVehicleInfo->maxPassengers; i++ )
{
psngr = (gentity_t *)pVeh->m_ppPassengers[i];
if ( psngr &&
(!psngr->inuse || !psngr->client || psngr->health <= 0 || psngr->client->pers.connected != CON_CONNECTED) )
{
pVeh->m_pVehicleInfo->Eject( pVeh, pVeh->m_ppPassengers[i], qtrue );
pVeh->m_iNumPassengers--;
}
}
}
// Copy over the commands for local storage.
memcpy( &parent->client->pers.cmd, &pVeh->m_ucmd, sizeof( usercmd_t ) );
pVeh->m_ucmd.buttons &= ~(BUTTON_TALK);//|BUTTON_GESTURE); //don't want some of these buttons
/*
// Update time modifier.
pVeh->m_fTimeModifier = pVeh->m_ucmd.serverTime - parent->client->ps.commandTime;
//sanity check
if ( pVeh->m_fTimeModifier < 1 )
{
pVeh->m_fTimeModifier = 1;
}
else if ( pVeh->m_fTimeModifier > 200 )
{
pVeh->m_fTimeModifier = 200;
}
//normalize to 1.0f at 20fps
pVeh->m_fTimeModifier = pVeh->m_fTimeModifier / fMod;
*/
//check for weapon linking/unlinking command
for ( i = 0; i < MAX_VEHICLE_WEAPONS; i++ )
{//HMM... can't get a seperate command for each weapon, so do them all...?
if ( pVeh->m_pVehicleInfo->weapon[i].linkable == 2 )
{//always linked
//FIXME: just set this once, on Initialize...?
if ( !pVeh->weaponStatus[i].linked )
{
pVeh->weaponStatus[i].linked = qtrue;
}
}
else if ( (pVeh->m_ucmd.buttons&BUTTON_USE_HOLDABLE) )
{//pilot pressed the "weapon link" toggle button
if ( !pVeh->linkWeaponToggleHeld )//so we don't hold it down and toggle it back and forth
{//okay to toggle
if ( pVeh->m_pVehicleInfo->weapon[i].linkable == 1 )
{//link-toggleable
pVeh->weaponStatus[i].linked = !pVeh->weaponStatus[i].linked;
}
}
linkHeld = qtrue;
}
}
if ( linkHeld )
{
//so we don't hold it down and toggle it back and forth
pVeh->linkWeaponToggleHeld = qtrue;
}
else
{
//so we don't hold it down and toggle it back and forth
pVeh->linkWeaponToggleHeld = qfalse;
}
//now pass it over the network so cgame knows about it
//NOTE: SP can just cheat and check directly
parentPS->vehWeaponsLinked = qfalse;
for ( i = 0; i < MAX_VEHICLE_WEAPONS; i++ )
{//HMM... can't get a seperate command for each weapon, so do them all...?
if ( pVeh->weaponStatus[i].linked )
{
parentPS->vehWeaponsLinked = qtrue;
}
}
#ifdef _GAME
for ( i = 0; i < MAX_VEHICLE_TURRETS; i++ )
{//HMM... can't get a seperate command for each weapon, so do them all...?
VEH_TurretThink( pVeh, parent, i );
}
#endif
maintainSelfDuringBoarding:
if (pVeh->m_pPilot && pVeh->m_pPilot->playerState && pVeh->m_iBoarding != 0)
{
VectorCopy(pVeh->m_vOrientation, pVeh->m_pPilot->playerState->viewangles);
pVeh->m_ucmd.buttons = 0;
pVeh->m_ucmd.forwardmove = 0;
pVeh->m_ucmd.rightmove = 0;
pVeh->m_ucmd.upmove = 0;
}
// Keep track of the old orientation.
VectorCopy( pVeh->m_vOrientation, pVeh->m_vPrevOrientation );
// Process the orient commands.
pVeh->m_pVehicleInfo->ProcessOrientCommands( pVeh );
// Need to copy orientation to our entity's viewangles so that it renders at the proper angle and currentAngles is correct.
SetClientViewAngle( parent, pVeh->m_vOrientation );
if ( pVeh->m_pPilot )
{
if ( !BG_UnrestrainedPitchRoll( pVeh->m_pPilot->playerState, pVeh ) )
{
vec3_t newVAngle;
newVAngle[PITCH] = pVeh->m_pPilot->playerState->viewangles[PITCH];
newVAngle[YAW] = pVeh->m_pPilot->playerState->viewangles[YAW];
newVAngle[ROLL] = pVeh->m_vOrientation[ROLL];
SetClientViewAngle( (gentity_t *)pVeh->m_pPilot, newVAngle );
}
}
/*
for ( i = 0; i < pVeh->m_pVehicleInfo->maxPassengers; i++ )
{
if ( pVeh->m_ppPassengers[i] )
{
SetClientViewAngle( (gentity_t *)pVeh->m_ppPassengers[i], pVeh->m_vOrientation );
}
}
*/
// Process the move commands.
prevSpeed = parentPS->speed;
pVeh->m_pVehicleInfo->ProcessMoveCommands( pVeh );
nextSpeed = parentPS->speed;
halfMaxSpeed = pVeh->m_pVehicleInfo->speedMax*0.5f;
// Shifting Sounds
//=====================================================================
if (pVeh->m_iTurboTime<curTime &&
pVeh->m_iSoundDebounceTimer<curTime &&
((nextSpeed>prevSpeed && nextSpeed>halfMaxSpeed && prevSpeed<halfMaxSpeed) || (nextSpeed>halfMaxSpeed && !Q_irand(0,1000)))
)
{
int shiftSound = Q_irand(1,4);
switch (shiftSound)
{
case 1: shiftSound=pVeh->m_pVehicleInfo->soundShift1; break;
case 2: shiftSound=pVeh->m_pVehicleInfo->soundShift2; break;
case 3: shiftSound=pVeh->m_pVehicleInfo->soundShift3; break;
case 4: shiftSound=pVeh->m_pVehicleInfo->soundShift4; break;
}
if (shiftSound)
{
pVeh->m_iSoundDebounceTimer = curTime + Q_irand(1000, 4000);
// TODO: MP Shift Sound Playback
}
}
//=====================================================================
// Setup the move direction.
if ( pVeh->m_pVehicleInfo->type == VH_FIGHTER )
{
AngleVectors( pVeh->m_vOrientation, parent->client->ps.moveDir, NULL, NULL );
}
else
{
VectorSet(vVehAngles, 0, pVeh->m_vOrientation[YAW], 0);
AngleVectors( vVehAngles, parent->client->ps.moveDir, NULL, NULL );
}
if (pVeh->m_pVehicleInfo->surfDestruction)
{
if (pVeh->m_iRemovedSurfaces)
{
gentity_t *killer = parent;
float dmg;
G_VehicleDamageBoxSizing(pVeh);
//damage him constantly if any chunks are currently taken off
if (parent->client->ps.otherKiller < ENTITYNUM_WORLD &&
parent->client->ps.otherKillerTime > level.time)
{
gentity_t *potentialKiller = &g_entities[parent->client->ps.otherKiller];
if (potentialKiller->inuse && potentialKiller->client)
{ //he's valid I guess
killer = potentialKiller;
}
}
//FIXME: aside from bypassing shields, maybe set m_iShields to 0, too... ?
// 3 seconds max on death.
dmg = (float)parent->client->ps.stats[STAT_MAX_HEALTH] * pVeh->m_fTimeModifier / 180.0f;
G_Damage(parent, killer, killer, NULL, parent->client->ps.origin, dmg, DAMAGE_NO_SELF_PROTECTION|DAMAGE_NO_HIT_LOC|DAMAGE_NO_PROTECTION|DAMAGE_NO_ARMOR, MOD_SUICIDE);
}
//make sure playerstate value stays in sync
parent->client->ps.vehSurfaces = pVeh->m_iRemovedSurfaces;
}
//keep the PS value in sync
if (pVeh->m_iBoarding)
{
parent->client->ps.vehBoarding = qtrue;
}
else
{
parent->client->ps.vehBoarding = qfalse;
}
return qtrue;
}
// Update the properties of a Rider (that may reflect what happens to the vehicle).
static qboolean UpdateRider( Vehicle_t *pVeh, bgEntity_t *pRider, usercmd_t *pUmcd )
{
gentity_t *parent;
gentity_t *rider;
if ( pVeh->m_iBoarding != 0 && pVeh->m_iDieTime==0)
return qtrue;
parent = (gentity_t *)pVeh->m_pParentEntity;
rider = (gentity_t *)pRider;
//MG FIXME !! Single player needs update!
if ( rider && rider->client
&& parent && parent->client )
{//so they know who we're locking onto with our rockets, if anyone
rider->client->ps.rocketLockIndex = parent->client->ps.rocketLockIndex;
rider->client->ps.rocketLockTime = parent->client->ps.rocketLockTime;
rider->client->ps.rocketTargetTime = parent->client->ps.rocketTargetTime;
}
// Regular exit.
if ( pUmcd->buttons & BUTTON_USE && pVeh->m_pVehicleInfo->type!=VH_SPEEDER)
{
if ( pVeh->m_pVehicleInfo->type == VH_WALKER )
{//just get the fuck out
pVeh->m_EjectDir = VEH_EJECT_REAR;
if ( pVeh->m_pVehicleInfo->Eject( pVeh, pRider, qfalse ) )
return qfalse;
}
else if ( !(pVeh->m_ulFlags & VEH_FLYING))
{
// If going too fast, roll off.
if ((parent->client->ps.speed<=600) && pUmcd->rightmove!=0)
{
if ( pVeh->m_pVehicleInfo->Eject( pVeh, pRider, qfalse ) )
{
animNumber_t Anim;
int iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD | SETANIM_FLAG_HOLDLESS, iBlend = 300;
if ( pUmcd->rightmove > 0 )
{
Anim = BOTH_ROLL_R;
pVeh->m_EjectDir = VEH_EJECT_RIGHT;
}
else
{
Anim = BOTH_ROLL_L;
pVeh->m_EjectDir = VEH_EJECT_LEFT;
}
VectorScale( parent->client->ps.velocity, 0.25f, rider->client->ps.velocity );
Vehicle_SetAnim( rider, SETANIM_BOTH, Anim, iFlags, iBlend );
//PM_SetAnim(pm,SETANIM_BOTH,anim,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS);
rider->client->ps.weaponTime = rider->client->ps.torsoTimer - 200;//just to make sure it's cleared when roll is done
G_AddEvent( rider, EV_ROLL, 0 );
return qfalse;
}
}
else
{
// FIXME: Check trace to see if we should start playing the animation.
animNumber_t Anim;
int iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD, iBlend = 500;
if ( pUmcd->rightmove > 0 )
{
Anim = BOTH_VS_DISMOUNT_R;
pVeh->m_EjectDir = VEH_EJECT_RIGHT;
}
else
{
Anim = BOTH_VS_DISMOUNT_L;
pVeh->m_EjectDir = VEH_EJECT_LEFT;
}
if ( pVeh->m_iBoarding <= 1 )
{
int iAnimLen;
// NOTE: I know I shouldn't reuse pVeh->m_iBoarding so many times for so many different
// purposes, but it's not used anywhere else right here so why waste memory???
iAnimLen = BG_AnimLength( rider->localAnimIndex, Anim );
pVeh->m_iBoarding = level.time + iAnimLen;
// Weird huh? Well I wanted to reuse flags and this should never be set in an
// entity, so what the heck.
rider->flags |= FL_VEH_BOARDING;
// Make sure they can't fire when leaving.
rider->client->ps.weaponTime = iAnimLen;
}
VectorScale( parent->client->ps.velocity, 0.25f, rider->client->ps.velocity );
Vehicle_SetAnim( rider, SETANIM_BOTH, Anim, iFlags, iBlend );
}
}
// Flying, so just fall off.
else
{
pVeh->m_EjectDir = VEH_EJECT_LEFT;
if ( pVeh->m_pVehicleInfo->Eject( pVeh, pRider, qfalse ) )
return qfalse;
}
}
// Getting off animation complete (if we had one going)?
if ( pVeh->m_iBoarding < level.time && (rider->flags & FL_VEH_BOARDING) )
{
rider->flags &= ~FL_VEH_BOARDING;
// Eject this guy now.
if ( pVeh->m_pVehicleInfo->Eject( pVeh, pRider, qfalse ) )
{
return qfalse;
}
}
if ( pVeh->m_pVehicleInfo->type != VH_FIGHTER
&& pVeh->m_pVehicleInfo->type != VH_WALKER )
{
// Jump off.
if ( pUmcd->upmove > 0 )
{
if ( pVeh->m_pVehicleInfo->Eject( pVeh, pRider, qfalse ) )
{
// Allow them to force jump off.
VectorScale( parent->client->ps.velocity, 0.5f, rider->client->ps.velocity );
rider->client->ps.velocity[2] += JUMP_VELOCITY;
rider->client->ps.fd.forceJumpZStart = rider->client->ps.origin[2];
if (!trap->ICARUS_TaskIDPending((sharedEntity_t *)rider, TID_CHAN_VOICE))
{
G_AddEvent( rider, EV_JUMP, 0 );
}
Vehicle_SetAnim( rider, SETANIM_BOTH, BOTH_JUMP1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD, 300 );
return qfalse;
}
}
// Roll off.
if ( pUmcd->upmove < 0 )
{
animNumber_t Anim = BOTH_ROLL_B;
pVeh->m_EjectDir = VEH_EJECT_REAR;
if ( pUmcd->rightmove > 0 )
{
Anim = BOTH_ROLL_R;
pVeh->m_EjectDir = VEH_EJECT_RIGHT;
}
else if ( pUmcd->rightmove < 0 )
{
Anim = BOTH_ROLL_L;
pVeh->m_EjectDir = VEH_EJECT_LEFT;
}
else if ( pUmcd->forwardmove < 0 )
{
Anim = BOTH_ROLL_B;
pVeh->m_EjectDir = VEH_EJECT_REAR;
}
else if ( pUmcd->forwardmove > 0 )
{
Anim = BOTH_ROLL_F;
pVeh->m_EjectDir = VEH_EJECT_FRONT;
}
if ( pVeh->m_pVehicleInfo->Eject( pVeh, pRider, qfalse ) )
{
if ( !(pVeh->m_ulFlags & VEH_FLYING) )
{
VectorScale( parent->client->ps.velocity, 0.25f, rider->client->ps.velocity );
Vehicle_SetAnim( rider, SETANIM_BOTH, Anim, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD | SETANIM_FLAG_HOLDLESS, 300 );
//PM_SetAnim(pm,SETANIM_BOTH,anim,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS);
rider->client->ps.weaponTime = rider->client->ps.torsoTimer - 200;//just to make sure it's cleared when roll is done
G_AddEvent( rider, EV_ROLL, 0 );
}
return qfalse;
}
}
}
return qtrue;
}
//generic vehicle function we care about over there
extern void AttachRidersGeneric( Vehicle_t *pVeh );
// Attachs all the riders of this vehicle to their appropriate tag (*driver, *pass1, *pass2, whatever...).
static void AttachRiders( Vehicle_t *pVeh )
{
int i = 0;
AttachRidersGeneric(pVeh);
if (pVeh->m_pPilot)
{
gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
gentity_t *pilot = (gentity_t *)pVeh->m_pPilot;
pilot->waypoint = parent->waypoint; // take the veh's waypoint as your own
//assuming we updated him relative to the bolt in AttachRidersGeneric
G_SetOrigin( pilot, pilot->client->ps.origin );
trap->LinkEntity( (sharedEntity_t *)pilot );
}
if (pVeh->m_pOldPilot)
{
gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
gentity_t *oldpilot = (gentity_t *)pVeh->m_pOldPilot;
oldpilot->waypoint = parent->waypoint; // take the veh's waypoint as your own
//assuming we updated him relative to the bolt in AttachRidersGeneric
G_SetOrigin( oldpilot, oldpilot->client->ps.origin );
trap->LinkEntity( (sharedEntity_t *)oldpilot );
}
//attach passengers
while (i < pVeh->m_iNumPassengers)
{
if (pVeh->m_ppPassengers[i])
{
mdxaBone_t boltMatrix;
vec3_t yawOnlyAngles;
gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
gentity_t *pilot = (gentity_t *)pVeh->m_ppPassengers[i];
int crotchBolt;
assert(parent->ghoul2);
crotchBolt = trap->G2API_AddBolt(parent->ghoul2, 0, "*driver");
assert(parent->client);
assert(pilot->client);
VectorSet(yawOnlyAngles, 0, parent->client->ps.viewangles[YAW], 0);
// Get the driver tag.
trap->G2API_GetBoltMatrix( parent->ghoul2, 0, crotchBolt, &boltMatrix,
yawOnlyAngles, parent->client->ps.origin,
level.time, NULL, parent->modelScale );
BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, pilot->client->ps.origin );
G_SetOrigin( pilot, pilot->client->ps.origin );
trap->LinkEntity( (sharedEntity_t *)pilot );
}
i++;
}
//attach droid
if (pVeh->m_pDroidUnit
&& pVeh->m_iDroidUnitTag != -1)
{
mdxaBone_t boltMatrix;
vec3_t yawOnlyAngles, fwd;
gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
gentity_t *droid = (gentity_t *)pVeh->m_pDroidUnit;
assert(parent->ghoul2);
assert(parent->client);
//assert(droid->client);
if ( droid->client )
{
VectorSet(yawOnlyAngles, 0, parent->client->ps.viewangles[YAW], 0);
// Get the droid tag.
trap->G2API_GetBoltMatrix( parent->ghoul2, 0, pVeh->m_iDroidUnitTag, &boltMatrix,
yawOnlyAngles, parent->r.currentOrigin,
level.time, NULL, parent->modelScale );
BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, droid->client->ps.origin );
BG_GiveMeVectorFromMatrix( &boltMatrix, NEGATIVE_Y, fwd );
vectoangles( fwd, droid->client->ps.viewangles );
G_SetOrigin( droid, droid->client->ps.origin );
G_SetAngles( droid, droid->client->ps.viewangles);
SetClientViewAngle( droid, droid->client->ps.viewangles );
trap->LinkEntity( (sharedEntity_t *)droid );
if ( droid->NPC )
{
NPC_SetAnim( droid, SETANIM_BOTH, BOTH_STAND2, (SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD) );
droid->client->ps.legsTimer = 500;
droid->client->ps.torsoTimer = 500;
}
}
}
}
// Make someone invisible and un-collidable.
static void Ghost( Vehicle_t *pVeh, bgEntity_t *pEnt )
{
gentity_t *ent;
if ( !pEnt )
return;
ent = (gentity_t *)pEnt;
// This was introduced to prevent one extra entity from being sent to the clients
ent->r.svFlags |= SVF_NOCLIENT;
ent->s.eFlags |= EF_NODRAW;
if ( ent->client )
{
ent->client->ps.eFlags |= EF_NODRAW;
}
ent->r.contents = 0;
}
// Make someone visible and collidable.
static void UnGhost( Vehicle_t *pVeh, bgEntity_t *pEnt )
{
gentity_t *ent;
if ( !pEnt )
return;
ent = (gentity_t *)pEnt;
// make sure the client is sent again
ent->r.svFlags &= ~SVF_NOCLIENT;
ent->s.eFlags &= ~EF_NODRAW;
if ( ent->client )
{
ent->client->ps.eFlags &= ~EF_NODRAW;
}
ent->r.contents = CONTENTS_BODY;
}
//try to resize the bounding box around a torn apart ship
void G_VehicleDamageBoxSizing(Vehicle_t *pVeh)
{
vec3_t fwd, right, up;
vec3_t nose; //maxs
vec3_t back; //mins
trace_t trace;
const float fDist = 256.0f; //estimated distance to nose from origin
const float bDist = 256.0f; //estimated distance to back from origin
const float wDist = 32.0f; //width on each side from origin
const float hDist = 32.0f; //height on each side from origin
gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
if (!parent->ghoul2 || !parent->m_pVehicle || !parent->client)
{ //shouldn't have gotten in here then
return;
}
//for now, let's only do anything if all wings are stripped off.
//this is because I want to be able to tear my wings off and fling
//myself down narrow hallways to my death. Because it's fun! -rww
if (!(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_C) ||
!(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_D) ||
!(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_E) ||
!(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_F) )
{
return;
}
//get directions based on orientation
AngleVectors(pVeh->m_vOrientation, fwd, right, up);
//get the nose and back positions (relative to 0, they're gonna be mins/maxs)
VectorMA(vec3_origin, fDist, fwd, nose);
VectorMA(vec3_origin, -bDist, fwd, back);
//move the nose and back to opposite right/left, they will end up as our relative mins and maxs
VectorMA(nose, wDist, right, nose);
VectorMA(nose, -wDist, right, back);
//use the same concept for up/down now
VectorMA(nose, hDist, up, nose);
VectorMA(nose, -hDist, up, back);
//and now, let's trace and see if our new mins/maxs are safe..
trap->Trace(&trace, parent->client->ps.origin, back, nose, parent->client->ps.origin, parent->s.number, parent->clipmask, qfalse, 0, 0);
if (!trace.allsolid && !trace.startsolid && trace.fraction == 1.0f)
{ //all clear!
VectorCopy(nose, parent->r.maxs);
VectorCopy(back, parent->r.mins);
}
else
{ //oh well, DIE!
//FIXME: does this give proper credit to the enemy who shot you down?
G_Damage(parent, parent, parent, NULL, parent->client->ps.origin, 9999, DAMAGE_NO_PROTECTION, MOD_SUICIDE);
}
}
//get one of 4 possible impact locations based on the trace direction
int G_FlyVehicleImpactDir(gentity_t *veh, trace_t *trace)
{
float impactAngle;
float relativeAngle;
trace_t localTrace;
vec3_t testMins, testMaxs;
vec3_t rWing, lWing;
vec3_t fwd, right;
vec3_t fPos;
Vehicle_t *pVeh = veh->m_pVehicle;
qboolean noseClear = qfalse;
if (!trace || !pVeh || !veh->client)
{
return -1;
}
AngleVectors(veh->client->ps.viewangles, fwd, right, 0);
VectorSet(testMins, -24.0f, -24.0f, -24.0f);
VectorSet(testMaxs, 24.0f, 24.0f, 24.0f);
//do a trace to determine if the nose is clear
VectorMA(veh->client->ps.origin, 256.0f, fwd, fPos);
trap->Trace(&localTrace, veh->client->ps.origin, testMins, testMaxs, fPos, veh->s.number, veh->clipmask, qfalse, 0, 0);
if (!localTrace.startsolid && !localTrace.allsolid && localTrace.fraction == 1.0f)
{ //otherwise I guess it's not clear..
noseClear = qtrue;
}
if (noseClear)
{ //if nose is clear check for tearing the wings off
//sadly, the trace endpos given always matches the vehicle origin, so we
//can't get a real impact direction. First we'll trace forward and see if the wings are colliding
//with anything, and if not, we'll fall back to checking the trace plane normal.
VectorMA(veh->client->ps.origin, 128.0f, right, rWing);
VectorMA(veh->client->ps.origin, -128.0f, right, lWing);
//test the right wing - unless it's already removed
if (!(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_E) ||
!(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_F))
{
VectorMA(rWing, 256.0f, fwd, fPos);
trap->Trace(&localTrace, rWing, testMins, testMaxs, fPos, veh->s.number, veh->clipmask, qfalse, 0, 0);
if (localTrace.startsolid || localTrace.allsolid || localTrace.fraction != 1.0f)
{ //impact
return SHIPSURF_RIGHT;
}
}
//test the left wing - unless it's already removed
if (!(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_C) ||
!(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_D))
{
VectorMA(lWing, 256.0f, fwd, fPos);
trap->Trace(&localTrace, lWing, testMins, testMaxs, fPos, veh->s.number, veh->clipmask, qfalse, 0, 0);
if (localTrace.startsolid || localTrace.allsolid || localTrace.fraction != 1.0f)
{ //impact
return SHIPSURF_LEFT;
}
}
}
//try to use the trace plane normal
impactAngle = vectoyaw(trace->plane.normal);
relativeAngle = AngleSubtract(impactAngle, veh->client->ps.viewangles[YAW]);
if (relativeAngle > 130 ||
relativeAngle < -130)
{ //consider this front
return SHIPSURF_FRONT;
}
else if (relativeAngle > 0)
{
return SHIPSURF_RIGHT;
}
else if (relativeAngle < 0)
{
return SHIPSURF_LEFT;
}
return SHIPSURF_BACK;
}
//try to break surfaces off the ship on impact
#define TURN_ON 0x00000000
#define TURN_OFF 0x00000100
extern void NPC_SetSurfaceOnOff(gentity_t *ent, const char *surfaceName, int surfaceFlags); //NPC_utils.c
int G_ShipSurfaceForSurfName( const char *surfaceName )
{
if ( !surfaceName )
{
return -1;
}
if ( !Q_strncmp( "nose", surfaceName, 4 )
|| !Q_strncmp( "f_gear", surfaceName, 6 )
|| !Q_strncmp( "glass", surfaceName, 5 ) )
{
return SHIPSURF_FRONT;
}
if ( !Q_strncmp( "body", surfaceName, 4 ) )
{
return SHIPSURF_BACK;
}
if ( !Q_strncmp( "r_wing1", surfaceName, 7 )
|| !Q_strncmp( "r_wing2", surfaceName, 7 )
|| !Q_strncmp( "r_gear", surfaceName, 6 ) )
{
return SHIPSURF_RIGHT;
}
if ( !Q_strncmp( "l_wing1", surfaceName, 7 )
|| !Q_strncmp( "l_wing2", surfaceName, 7 )
|| !Q_strncmp( "l_gear", surfaceName, 6 ) )
{
return SHIPSURF_LEFT;
}
return -1;
}
void G_SetVehDamageFlags( gentity_t *veh, int shipSurf, int damageLevel )
{
int dmgFlag;
switch ( damageLevel )
{
case 3://destroyed
//add both flags so cgame side knows this surf is GONE
//add heavy
dmgFlag = SHIPSURF_DAMAGE_FRONT_HEAVY+(shipSurf-SHIPSURF_FRONT);
veh->client->ps.brokenLimbs |= (1<<dmgFlag);
//add light
dmgFlag = SHIPSURF_DAMAGE_FRONT_LIGHT+(shipSurf-SHIPSURF_FRONT);
veh->client->ps.brokenLimbs |= (1<<dmgFlag);
//copy down
veh->s.brokenLimbs = veh->client->ps.brokenLimbs;
//check droid
if ( shipSurf == SHIPSURF_BACK )
{//destroy the droid if we have one
if ( veh->m_pVehicle
&& veh->m_pVehicle->m_pDroidUnit )
{//we have one
gentity_t *droidEnt = (gentity_t *)veh->m_pVehicle->m_pDroidUnit;
if ( droidEnt
&& ((droidEnt->flags&FL_UNDYING) || droidEnt->health > 0) )
{//boom
//make it vulnerable
droidEnt->flags &= ~FL_UNDYING;
//blow it up
G_Damage( droidEnt, veh->enemy, veh->enemy, NULL, NULL, 99999, 0, MOD_UNKNOWN );
}
}
}
break;
case 2://heavy only
dmgFlag = SHIPSURF_DAMAGE_FRONT_HEAVY+(shipSurf-SHIPSURF_FRONT);
veh->client->ps.brokenLimbs |= (1<<dmgFlag);
//remove light
dmgFlag = SHIPSURF_DAMAGE_FRONT_LIGHT+(shipSurf-SHIPSURF_FRONT);
veh->client->ps.brokenLimbs &= ~(1<<dmgFlag);
//copy down
veh->s.brokenLimbs = veh->client->ps.brokenLimbs;
//check droid
if ( shipSurf == SHIPSURF_BACK )
{//make the droid vulnerable if we have one
if ( veh->m_pVehicle
&& veh->m_pVehicle->m_pDroidUnit )
{//we have one
gentity_t *droidEnt = (gentity_t *)veh->m_pVehicle->m_pDroidUnit;
if ( droidEnt
&& (droidEnt->flags&FL_UNDYING) )
{//make it vulnerab;e
droidEnt->flags &= ~FL_UNDYING;
}
}
}
break;
case 1://light only
//add light
dmgFlag = SHIPSURF_DAMAGE_FRONT_LIGHT+(shipSurf-SHIPSURF_FRONT);
veh->client->ps.brokenLimbs |= (1<<dmgFlag);
//remove heavy (shouldn't have to do this, but...
dmgFlag = SHIPSURF_DAMAGE_FRONT_HEAVY+(shipSurf-SHIPSURF_FRONT);
veh->client->ps.brokenLimbs &= ~(1<<dmgFlag);
//copy down
veh->s.brokenLimbs = veh->client->ps.brokenLimbs;
break;
case 0://no damage
default:
//remove heavy
dmgFlag = SHIPSURF_DAMAGE_FRONT_HEAVY+(shipSurf-SHIPSURF_FRONT);
veh->client->ps.brokenLimbs &= ~(1<<dmgFlag);
//remove light
dmgFlag = SHIPSURF_DAMAGE_FRONT_LIGHT+(shipSurf-SHIPSURF_FRONT);
veh->client->ps.brokenLimbs &= ~(1<<dmgFlag);
//copy down
veh->s.brokenLimbs = veh->client->ps.brokenLimbs;
break;
}
}
void G_VehicleSetDamageLocFlags( gentity_t *veh, int impactDir, int deathPoint )
{
if ( !veh->client )
{
return;
}
else
{
int heavyDamagePoint, lightDamagePoint;
switch(impactDir)
{
case SHIPSURF_FRONT:
deathPoint = veh->m_pVehicle->m_pVehicleInfo->health_front;
break;
case SHIPSURF_BACK:
deathPoint = veh->m_pVehicle->m_pVehicleInfo->health_back;
break;
case SHIPSURF_RIGHT:
deathPoint = veh->m_pVehicle->m_pVehicleInfo->health_right;
break;
case SHIPSURF_LEFT:
deathPoint = veh->m_pVehicle->m_pVehicleInfo->health_left;
break;
default:
return;
break;
}
if ( veh->m_pVehicle
&& veh->m_pVehicle->m_pVehicleInfo
&& veh->m_pVehicle->m_pVehicleInfo->malfunctionArmorLevel
&& veh->m_pVehicle->m_pVehicleInfo->armor )
{
float perc = ((float)veh->m_pVehicle->m_pVehicleInfo->malfunctionArmorLevel/(float)veh->m_pVehicle->m_pVehicleInfo->armor);
if ( perc > 0.99f )
{
perc = 0.99f;
}
lightDamagePoint = ceil( deathPoint*perc*0.25f );
heavyDamagePoint = ceil( deathPoint*perc );
}
else
{
heavyDamagePoint = ceil( deathPoint*0.66f );
lightDamagePoint = ceil( deathPoint*0.14f );
}
if ( veh->locationDamage[impactDir] >= deathPoint)
{//destroyed
G_SetVehDamageFlags( veh, impactDir, 3 );
}
else if ( veh->locationDamage[impactDir] <= lightDamagePoint )
{//light only
G_SetVehDamageFlags( veh, impactDir, 1 );
}
else if ( veh->locationDamage[impactDir] <= heavyDamagePoint )
{//heavy only
G_SetVehDamageFlags( veh, impactDir, 2 );
}
}
}
qboolean G_FlyVehicleDestroySurface( gentity_t *veh, int surface )
{
char *surfName[4]; //up to 4 surfs at once
int numSurfs = 0;
int smashedBits = 0;
if (surface == -1)
{ //not valid?
return qfalse;
}
switch(surface)
{
case SHIPSURF_FRONT: //break the nose off
surfName[0] = "nose";
smashedBits = (SHIPSURF_BROKEN_G);
numSurfs = 1;
break;
case SHIPSURF_BACK: //break both the bottom wings off for a backward impact I guess
surfName[0] = "r_wing2";
surfName[1] = "l_wing2";
//get rid of the landing gear
surfName[2] = "r_gear";
surfName[3] = "l_gear";
smashedBits = (SHIPSURF_BROKEN_A|SHIPSURF_BROKEN_B|SHIPSURF_BROKEN_D|SHIPSURF_BROKEN_F);
numSurfs = 4;
break;
case SHIPSURF_RIGHT: //break both right wings off
surfName[0] = "r_wing1";
surfName[1] = "r_wing2";
//get rid of the landing gear
surfName[2] = "r_gear";
smashedBits = (SHIPSURF_BROKEN_B|SHIPSURF_BROKEN_E|SHIPSURF_BROKEN_F);
numSurfs = 3;
break;
case SHIPSURF_LEFT: //break both left wings off
surfName[0] = "l_wing1";
surfName[1] = "l_wing2";
//get rid of the landing gear
surfName[2] = "l_gear";
smashedBits = (SHIPSURF_BROKEN_A|SHIPSURF_BROKEN_C|SHIPSURF_BROKEN_D);
numSurfs = 3;
break;
default:
break;
}
if (numSurfs < 1)
{ //didn't get any valid surfs..
return qfalse;
}
while (numSurfs > 0)
{ //use my silly system of automatically managing surf status on both client and server
numSurfs--;
NPC_SetSurfaceOnOff(veh, surfName[numSurfs], TURN_OFF);
}
if ( !veh->m_pVehicle->m_iRemovedSurfaces )
{//first time something got blown off
if ( veh->m_pVehicle->m_pPilot )
{//make the pilot scream to his death
G_EntitySound((gentity_t*)veh->m_pVehicle->m_pPilot, CHAN_VOICE, G_SoundIndex("*falling1.wav"));
}
}
//so we can check what's broken
veh->m_pVehicle->m_iRemovedSurfaces |= smashedBits;
//do some explosive damage, but don't damage this ship with it
G_RadiusDamage(veh->client->ps.origin, veh, 100, 500, veh, NULL, MOD_SUICIDE);
//when spiraling to your death, do the electical shader
veh->client->ps.electrifyTime = level.time + 10000;
return qtrue;
}
void G_FlyVehicleSurfaceDestruction(gentity_t *veh, trace_t *trace, int magnitude, qboolean force)
{
int impactDir;
int secondImpact;
int deathPoint = -1;
qboolean alreadyRebroken = qfalse;
if (!veh->ghoul2 || !veh->m_pVehicle)
{ //no g2 instance.. or no vehicle instance
return;
}
impactDir = G_FlyVehicleImpactDir(veh, trace);
anotherImpact:
if (impactDir == -1)
{ //not valid?
return;
}
veh->locationDamage[impactDir] += magnitude*7;
switch(impactDir)
{
case SHIPSURF_FRONT:
deathPoint = veh->m_pVehicle->m_pVehicleInfo->health_front;
break;
case SHIPSURF_BACK:
deathPoint = veh->m_pVehicle->m_pVehicleInfo->health_back;
break;
case SHIPSURF_RIGHT:
deathPoint = veh->m_pVehicle->m_pVehicleInfo->health_right;
break;
case SHIPSURF_LEFT:
deathPoint = veh->m_pVehicle->m_pVehicleInfo->health_left;
break;
default:
break;
}
if ( deathPoint != -1 )
{//got a valid health value
if ( force && veh->locationDamage[impactDir] < deathPoint )
{//force that surf to be destroyed
veh->locationDamage[impactDir] = deathPoint;
}
if ( veh->locationDamage[impactDir] >= deathPoint)
{ //do it
if ( G_FlyVehicleDestroySurface( veh, impactDir ) )
{//actually took off a surface
G_VehicleSetDamageLocFlags( veh, impactDir, deathPoint );
}
}
else
{
G_VehicleSetDamageLocFlags( veh, impactDir, deathPoint );
}
}
if (!alreadyRebroken)
{
secondImpact = G_FlyVehicleImpactDir(veh, trace);
if (impactDir != secondImpact)
{ //can break off another piece in this same impact.. but only break off up to 2 at once
alreadyRebroken = qtrue;
impactDir = secondImpact;
goto anotherImpact;
}
}
}
void G_VehUpdateShields( gentity_t *targ )
{
if ( !targ || !targ->client
|| !targ->m_pVehicle || !targ->m_pVehicle->m_pVehicleInfo )
{
return;
}
if ( targ->m_pVehicle->m_pVehicleInfo->shields <= 0 )
{//doesn't have shields, so don't have to send it
return;
}
targ->client->ps.activeForcePass = floor(((float)targ->m_pVehicle->m_iShields/(float)targ->m_pVehicle->m_pVehicleInfo->shields)*10.0f);
}
// Set the parent entity of this Vehicle NPC.
void _SetParent( Vehicle_t *pVeh, bgEntity_t *pParentEntity ) { pVeh->m_pParentEntity = pParentEntity; }
// Add a pilot to the vehicle.
void SetPilot( Vehicle_t *pVeh, bgEntity_t *pPilot ) { pVeh->m_pPilot = pPilot; }
// Add a passenger to the vehicle (false if we're full).
qboolean AddPassenger( Vehicle_t *pVeh ) { return qfalse; }
// Whether this vehicle is currently inhabited (by anyone) or not.
qboolean Inhabited( Vehicle_t *pVeh ) { return ( pVeh->m_pPilot || pVeh->m_iNumPassengers ) ? qtrue : qfalse; }
// Setup the shared functions (one's that all vehicles would generally use).
void G_SetSharedVehicleFunctions( vehicleInfo_t *pVehInfo )
{
// pVehInfo->AnimateVehicle = AnimateVehicle;
// pVehInfo->AnimateRiders = AnimateRiders;
pVehInfo->ValidateBoard = ValidateBoard;
pVehInfo->SetParent = _SetParent;
pVehInfo->SetPilot = SetPilot;
pVehInfo->AddPassenger = AddPassenger;
pVehInfo->Animate = Animate;
pVehInfo->Board = Board;
pVehInfo->Eject = Eject;
pVehInfo->EjectAll = EjectAll;
pVehInfo->StartDeathDelay = StartDeathDelay;
pVehInfo->DeathUpdate = DeathUpdate;
pVehInfo->RegisterAssets = RegisterAssets;
pVehInfo->Initialize = Initialize;
pVehInfo->Update = Update;
pVehInfo->UpdateRider = UpdateRider;
// pVehInfo->ProcessMoveCommands = ProcessMoveCommands;
// pVehInfo->ProcessOrientCommands = ProcessOrientCommands;
pVehInfo->AttachRiders = AttachRiders;
pVehInfo->Ghost = Ghost;
pVehInfo->UnGhost = UnGhost;
pVehInfo->Inhabited = Inhabited;
}