Initial commit.
This commit is contained in:
946
codemp/game/AnimalNPC.c
Normal file
946
codemp/game/AnimalNPC.c
Normal file
@@ -0,0 +1,946 @@
|
||||
// leave this line at the top for all g_xxxx.cpp files...
|
||||
#include "g_headers.h"
|
||||
|
||||
//seems to be a compiler bug, it doesn't clean out the #ifdefs between dif-compiles
|
||||
//or something, so the headers spew errors on these defs from the previous compile.
|
||||
//this fixes that. -rww
|
||||
#ifdef _JK2MP
|
||||
//get rid of all the crazy defs we added for this file
|
||||
#undef currentAngles
|
||||
#undef currentOrigin
|
||||
#undef mins
|
||||
#undef maxs
|
||||
#undef legsAnimTimer
|
||||
#undef torsoAnimTimer
|
||||
#undef bool
|
||||
#undef false
|
||||
#undef true
|
||||
|
||||
#undef sqrtf
|
||||
#undef Q_flrand
|
||||
|
||||
#undef MOD_EXPLOSIVE
|
||||
#endif
|
||||
|
||||
#ifdef _JK2 //SP does not have this preprocessor for game like MP does
|
||||
#ifndef _JK2MP
|
||||
#define _JK2MP
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifndef _JK2MP //if single player
|
||||
#ifndef QAGAME //I don't think we have a QAGAME define
|
||||
#define QAGAME //but define it cause in sp we're always in the game
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef QAGAME //including game headers on cgame is FORBIDDEN ^_^
|
||||
#include "g_local.h"
|
||||
#elif defined _JK2MP
|
||||
#include "bg_public.h"
|
||||
#endif
|
||||
|
||||
#ifndef _JK2MP
|
||||
#include "g_functions.h"
|
||||
#include "g_vehicles.h"
|
||||
#else
|
||||
#include "bg_vehicles.h"
|
||||
#endif
|
||||
|
||||
#ifdef _JK2MP
|
||||
//this is really horrible, but it works! just be sure not to use any locals or anything
|
||||
//with these names (exluding bool, false, true). -rww
|
||||
#define currentAngles r.currentAngles
|
||||
#define currentOrigin r.currentOrigin
|
||||
#define mins r.mins
|
||||
#define maxs r.maxs
|
||||
#define legsAnimTimer legsTimer
|
||||
#define torsoAnimTimer torsoTimer
|
||||
#define bool qboolean
|
||||
#define false qfalse
|
||||
#define true qtrue
|
||||
|
||||
#define sqrtf sqrt
|
||||
#define Q_flrand flrand
|
||||
|
||||
#define MOD_EXPLOSIVE MOD_SUICIDE
|
||||
#else
|
||||
#define bgEntity_t gentity_t
|
||||
#endif
|
||||
|
||||
#ifdef QAGAME //we only want a few of these functions for BG
|
||||
|
||||
extern float DotToSpot( vec3_t spot, vec3_t from, vec3_t fromAngles );
|
||||
extern vmCvar_t cg_thirdPersonAlpha;
|
||||
extern vec3_t playerMins;
|
||||
extern vec3_t playerMaxs;
|
||||
extern cvar_t *g_speederControlScheme;
|
||||
|
||||
#ifdef _JK2MP
|
||||
#include "../namespace_begin.h"
|
||||
#endif
|
||||
extern void PM_SetAnim(pmove_t *pm,int setAnimParts,int anim,int setAnimFlags, int blendTime);
|
||||
extern int PM_AnimLength( int index, animNumber_t anim );
|
||||
#ifdef _JK2MP
|
||||
#include "../namespace_end.h"
|
||||
#endif
|
||||
|
||||
#ifndef _JK2MP
|
||||
extern void CG_ChangeWeapon( int num );
|
||||
#endif
|
||||
|
||||
extern void Vehicle_SetAnim(gentity_t *ent,int setAnimParts,int anim,int setAnimFlags, int iBlend);
|
||||
extern void G_Knockdown( gentity_t *self, gentity_t *attacker, const vec3_t pushDir, float strength, qboolean breakSaberLock );
|
||||
extern 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 );
|
||||
|
||||
// Update death sequence.
|
||||
static void DeathUpdate( Vehicle_t *pVeh )
|
||||
{
|
||||
if ( level.time >= pVeh->m_iDieTime )
|
||||
{
|
||||
// If the vehicle is not empty.
|
||||
if ( pVeh->m_pVehicleInfo->Inhabited( pVeh ) )
|
||||
{
|
||||
pVeh->m_pVehicleInfo->EjectAll( pVeh );
|
||||
}
|
||||
else
|
||||
{
|
||||
// Waste this sucker.
|
||||
}
|
||||
|
||||
// Die now...
|
||||
/* else
|
||||
{
|
||||
vec3_t mins, maxs, bottom;
|
||||
trace_t trace;
|
||||
|
||||
if ( pVeh->m_pVehicleInfo->explodeFX )
|
||||
{
|
||||
G_PlayEffect( pVeh->m_pVehicleInfo->explodeFX, parent->currentOrigin );
|
||||
//trace down and place mark
|
||||
VectorCopy( parent->currentOrigin, bottom );
|
||||
bottom[2] -= 80;
|
||||
gi.trace( &trace, parent->currentOrigin, vec3_origin, vec3_origin, bottom, parent->s.number, CONTENTS_SOLID );
|
||||
if ( trace.fraction < 1.0f )
|
||||
{
|
||||
VectorCopy( trace.endpos, bottom );
|
||||
bottom[2] += 2;
|
||||
G_PlayEffect( "ships/ship_explosion_mark", trace.endpos );
|
||||
}
|
||||
}
|
||||
|
||||
parent->takedamage = qfalse;//so we don't recursively damage ourselves
|
||||
if ( pVeh->m_pVehicleInfo->explosionRadius > 0 && pVeh->m_pVehicleInfo->explosionDamage > 0 )
|
||||
{
|
||||
VectorCopy( parent->mins, mins );
|
||||
mins[2] = -4;//to keep it off the ground a *little*
|
||||
VectorCopy( parent->maxs, maxs );
|
||||
VectorCopy( parent->currentOrigin, bottom );
|
||||
bottom[2] += parent->mins[2] - 32;
|
||||
gi.trace( &trace, parent->currentOrigin, mins, maxs, bottom, parent->s.number, CONTENTS_SOLID );
|
||||
G_RadiusDamage( trace.endpos, NULL, pVeh->m_pVehicleInfo->explosionDamage, pVeh->m_pVehicleInfo->explosionRadius, NULL, MOD_EXPLOSIVE );//FIXME: extern damage and radius or base on fuel
|
||||
}
|
||||
|
||||
parent->e_ThinkFunc = thinkF_G_FreeEntity;
|
||||
parent->nextthink = level.time + FRAMETIME;
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
// Like a think or move command, this updates various vehicle properties.
|
||||
static bool Update( Vehicle_t *pVeh, const usercmd_t *pUcmd )
|
||||
{
|
||||
return g_vehicleInfo[VEHICLE_BASE].Update( pVeh, pUcmd );
|
||||
}
|
||||
#endif //QAGAME
|
||||
|
||||
#ifdef _JK2MP
|
||||
#include "../namespace_begin.h"
|
||||
#endif
|
||||
|
||||
//MP RULE - ALL PROCESSMOVECOMMANDS FUNCTIONS MUST BE BG-COMPATIBLE!!!
|
||||
//If you really need to violate this rule for SP, then use ifdefs.
|
||||
//By BG-compatible, I mean no use of game-specific data - ONLY use
|
||||
//stuff available in the MP bgEntity (in SP, the bgEntity is #defined
|
||||
//as a gentity, but the MP-compatible access restrictions are based
|
||||
//on the bgEntity structure in the MP codebase) -rww
|
||||
// ProcessMoveCommands the Vehicle.
|
||||
static void ProcessMoveCommands( Vehicle_t *pVeh )
|
||||
{
|
||||
/************************************************************************************/
|
||||
/* BEGIN Here is where we move the vehicle (forward or back or whatever). BEGIN */
|
||||
/************************************************************************************/
|
||||
|
||||
//Client sets ucmds and such for speed alterations
|
||||
float speedInc, speedIdleDec, speedIdle, speedIdleAccel, speedMin, speedMax;
|
||||
float fWalkSpeedMax;
|
||||
int curTime;
|
||||
bgEntity_t *parent = pVeh->m_pParentEntity;
|
||||
#ifdef _JK2MP
|
||||
playerState_t *parentPS = parent->playerState;
|
||||
#else
|
||||
playerState_t *parentPS = &parent->client->ps;
|
||||
#endif
|
||||
|
||||
#ifndef _JK2MP//SP
|
||||
curTime = level.time;
|
||||
#elif QAGAME//MP GAME
|
||||
curTime = level.time;
|
||||
#elif CGAME//MP CGAME
|
||||
//FIXME: pass in ucmd? Not sure if this is reliable...
|
||||
curTime = pm->cmd.serverTime;
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef _JK2MP //bad for prediction - fixme
|
||||
// Bucking so we can't do anything.
|
||||
if ( pVeh->m_ulFlags & VEH_BUCKING || pVeh->m_ulFlags & VEH_FLYING || pVeh->m_ulFlags & VEH_CRASHING )
|
||||
{
|
||||
//#ifdef QAGAME //this was in Update above
|
||||
// ((gentity_t *)parent)->client->ps.speed = 0;
|
||||
//#endif
|
||||
parentPS->speed = 0;
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
speedIdleDec = pVeh->m_pVehicleInfo->decelIdle * pVeh->m_fTimeModifier;
|
||||
speedMax = pVeh->m_pVehicleInfo->speedMax;
|
||||
|
||||
speedIdle = pVeh->m_pVehicleInfo->speedIdle;
|
||||
speedIdleAccel = pVeh->m_pVehicleInfo->accelIdle * pVeh->m_fTimeModifier;
|
||||
speedMin = pVeh->m_pVehicleInfo->speedMin;
|
||||
|
||||
|
||||
|
||||
if ( pVeh->m_pPilot /*&& (pilotPS->weapon == WP_NONE || pilotPS->weapon == WP_MELEE )*/ &&
|
||||
(pVeh->m_ucmd.buttons & BUTTON_ALT_ATTACK) && pVeh->m_pVehicleInfo->turboSpeed )
|
||||
{
|
||||
if ((curTime - pVeh->m_iTurboTime)>pVeh->m_pVehicleInfo->turboRecharge)
|
||||
{
|
||||
pVeh->m_iTurboTime = (curTime + pVeh->m_pVehicleInfo->turboDuration);
|
||||
#ifndef _JK2MP //kill me now
|
||||
if (pVeh->m_pVehicleInfo->soundTurbo)
|
||||
{
|
||||
G_SoundIndexOnEnt(pVeh->m_pParentEntity, CHAN_AUTO, pVeh->m_pVehicleInfo->soundTurbo);
|
||||
}
|
||||
#endif
|
||||
parentPS->speed = pVeh->m_pVehicleInfo->turboSpeed; // Instantly Jump To Turbo Speed
|
||||
}
|
||||
}
|
||||
|
||||
if ( curTime < pVeh->m_iTurboTime )
|
||||
{
|
||||
speedMax = pVeh->m_pVehicleInfo->turboSpeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
speedMax = pVeh->m_pVehicleInfo->speedMax;
|
||||
}
|
||||
|
||||
#ifdef _JK2MP
|
||||
if ( !parentPS->m_iVehicleNum )
|
||||
#else
|
||||
if ( !pVeh->m_pVehicleInfo->Inhabited( pVeh ) )
|
||||
#endif
|
||||
{//drifts to a stop
|
||||
speedInc = speedIdle * pVeh->m_fTimeModifier;
|
||||
VectorClear( parentPS->moveDir );
|
||||
//m_ucmd.forwardmove = 127;
|
||||
parentPS->speed = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
speedInc = pVeh->m_pVehicleInfo->acceleration * pVeh->m_fTimeModifier;
|
||||
}
|
||||
|
||||
if ( parentPS->speed || parentPS->groundEntityNum == ENTITYNUM_NONE ||
|
||||
pVeh->m_ucmd.forwardmove || pVeh->m_ucmd.upmove > 0 )
|
||||
{
|
||||
if ( pVeh->m_ucmd.forwardmove > 0 && speedInc )
|
||||
{
|
||||
parentPS->speed += speedInc;
|
||||
}
|
||||
else if ( pVeh->m_ucmd.forwardmove < 0 )
|
||||
{
|
||||
if ( parentPS->speed > speedIdle )
|
||||
{
|
||||
parentPS->speed -= speedInc;
|
||||
}
|
||||
else if ( parentPS->speed > speedMin )
|
||||
{
|
||||
parentPS->speed -= speedIdleDec;
|
||||
}
|
||||
}
|
||||
// No input, so coast to stop.
|
||||
else if ( parentPS->speed > 0.0f )
|
||||
{
|
||||
parentPS->speed -= speedIdleDec;
|
||||
if ( parentPS->speed < 0.0f )
|
||||
{
|
||||
parentPS->speed = 0.0f;
|
||||
}
|
||||
}
|
||||
else if ( parentPS->speed < 0.0f )
|
||||
{
|
||||
parentPS->speed += speedIdleDec;
|
||||
if ( parentPS->speed > 0.0f )
|
||||
{
|
||||
parentPS->speed = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( pVeh->m_ucmd.forwardmove < 0 )
|
||||
{
|
||||
pVeh->m_ucmd.forwardmove = 0;
|
||||
}
|
||||
if ( pVeh->m_ucmd.upmove < 0 )
|
||||
{
|
||||
pVeh->m_ucmd.upmove = 0;
|
||||
}
|
||||
|
||||
//pVeh->m_ucmd.rightmove = 0;
|
||||
|
||||
/*if ( !pVeh->m_pVehicleInfo->strafePerc
|
||||
|| (!g_speederControlScheme->value && !parent->s.number) )
|
||||
{//if in a strafe-capable vehicle, clear strafing unless using alternate control scheme
|
||||
pVeh->m_ucmd.rightmove = 0;
|
||||
}*/
|
||||
}
|
||||
|
||||
fWalkSpeedMax = speedMax * 0.275f;
|
||||
if ( curTime>pVeh->m_iTurboTime && (pVeh->m_ucmd.buttons & BUTTON_WALKING) && parentPS->speed > fWalkSpeedMax )
|
||||
{
|
||||
parentPS->speed = fWalkSpeedMax;
|
||||
}
|
||||
else if ( parentPS->speed > speedMax )
|
||||
{
|
||||
parentPS->speed = speedMax;
|
||||
}
|
||||
else if ( parentPS->speed < speedMin )
|
||||
{
|
||||
parentPS->speed = speedMin;
|
||||
}
|
||||
|
||||
/********************************************************************************/
|
||||
/* END Here is where we move the vehicle (forward or back or whatever). END */
|
||||
/********************************************************************************/
|
||||
}
|
||||
|
||||
//MP RULE - ALL PROCESSORIENTCOMMANDS FUNCTIONS MUST BE BG-COMPATIBLE!!!
|
||||
//If you really need to violate this rule for SP, then use ifdefs.
|
||||
//By BG-compatible, I mean no use of game-specific data - ONLY use
|
||||
//stuff available in the MP bgEntity (in SP, the bgEntity is #defined
|
||||
//as a gentity, but the MP-compatible access restrictions are based
|
||||
//on the bgEntity structure in the MP codebase) -rww
|
||||
// ProcessOrientCommands the Vehicle.
|
||||
static void ProcessOrientCommands( Vehicle_t *pVeh )
|
||||
{
|
||||
/********************************************************************************/
|
||||
/* BEGIN Here is where make sure the vehicle is properly oriented. BEGIN */
|
||||
/********************************************************************************/
|
||||
bgEntity_t *parent = pVeh->m_pParentEntity;
|
||||
playerState_t *parentPS, *riderPS;
|
||||
|
||||
#ifdef _JK2MP
|
||||
bgEntity_t *rider = NULL;
|
||||
if (parent->s.owner != ENTITYNUM_NONE)
|
||||
{
|
||||
rider = PM_BGEntForNum(parent->s.owner); //&g_entities[parent->r.ownerNum];
|
||||
}
|
||||
#else
|
||||
gentity_t *rider = parent->owner;
|
||||
#endif
|
||||
|
||||
// Bucking so we can't do anything.
|
||||
#ifndef _JK2MP //bad for prediction - fixme
|
||||
if ( pVeh->m_ulFlags & VEH_BUCKING || pVeh->m_ulFlags & VEH_FLYING || pVeh->m_ulFlags & VEH_CRASHING )
|
||||
{
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _JK2MP
|
||||
if ( !rider )
|
||||
#else
|
||||
if ( !rider || !rider->client )
|
||||
#endif
|
||||
{
|
||||
rider = parent;
|
||||
}
|
||||
|
||||
|
||||
|
||||
#ifdef _JK2MP
|
||||
parentPS = parent->playerState;
|
||||
riderPS = rider->playerState;
|
||||
#else
|
||||
parentPS = &parent->client->ps;
|
||||
riderPS = &rider->client->ps;
|
||||
#endif
|
||||
|
||||
if (rider)
|
||||
{
|
||||
#ifdef _JK2MP
|
||||
float angDif = AngleSubtract(pVeh->m_vOrientation[YAW], riderPS->viewangles[YAW]);
|
||||
if (parentPS && parentPS->speed)
|
||||
{
|
||||
float s = parentPS->speed;
|
||||
float maxDif = pVeh->m_pVehicleInfo->turningSpeed*4.0f; //magic number hackery
|
||||
if (s < 0.0f)
|
||||
{
|
||||
s = -s;
|
||||
}
|
||||
angDif *= s/pVeh->m_pVehicleInfo->speedMax;
|
||||
if (angDif > maxDif)
|
||||
{
|
||||
angDif = maxDif;
|
||||
}
|
||||
else if (angDif < -maxDif)
|
||||
{
|
||||
angDif = -maxDif;
|
||||
}
|
||||
pVeh->m_vOrientation[YAW] = AngleNormalize180(pVeh->m_vOrientation[YAW] - angDif*(pVeh->m_fTimeModifier*0.2f));
|
||||
}
|
||||
#else
|
||||
pVeh->m_vOrientation[YAW] = riderPS->viewangles[YAW];
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
/* speed = VectorLength( parentPS->velocity );
|
||||
|
||||
// If the player is the rider...
|
||||
if ( rider->s.number < MAX_CLIENTS )
|
||||
{//FIXME: use the vehicle's turning stat in this calc
|
||||
pVeh->m_vOrientation[YAW] = riderPS->viewangles[YAW];
|
||||
}
|
||||
else
|
||||
{
|
||||
float turnSpeed = pVeh->m_pVehicleInfo->turningSpeed;
|
||||
if ( !pVeh->m_pVehicleInfo->turnWhenStopped
|
||||
&& !parentPS->speed )//FIXME: or !pVeh->m_ucmd.forwardmove?
|
||||
{//can't turn when not moving
|
||||
//FIXME: or ramp up to max turnSpeed?
|
||||
turnSpeed = 0.0f;
|
||||
}
|
||||
#ifdef _JK2MP
|
||||
if (rider->s.eType == ET_NPC)
|
||||
#else
|
||||
if ( !rider || rider->NPC )
|
||||
#endif
|
||||
{//help NPCs out some
|
||||
turnSpeed *= 2.0f;
|
||||
#ifdef _JK2MP
|
||||
if (parentPS->speed > 200.0f)
|
||||
#else
|
||||
if ( parent->client->ps.speed > 200.0f )
|
||||
#endif
|
||||
{
|
||||
turnSpeed += turnSpeed * parentPS->speed/200.0f*0.05f;
|
||||
}
|
||||
}
|
||||
turnSpeed *= pVeh->m_fTimeModifier;
|
||||
|
||||
//default control scheme: strafing turns, mouselook aims
|
||||
if ( pVeh->m_ucmd.rightmove < 0 )
|
||||
{
|
||||
pVeh->m_vOrientation[YAW] += turnSpeed;
|
||||
}
|
||||
else if ( pVeh->m_ucmd.rightmove > 0 )
|
||||
{
|
||||
pVeh->m_vOrientation[YAW] -= turnSpeed;
|
||||
}
|
||||
|
||||
if ( pVeh->m_pVehicleInfo->malfunctionArmorLevel && pVeh->m_iArmor <= pVeh->m_pVehicleInfo->malfunctionArmorLevel )
|
||||
{//damaged badly
|
||||
}
|
||||
}*/
|
||||
|
||||
/********************************************************************************/
|
||||
/* END Here is where make sure the vehicle is properly oriented. END */
|
||||
/********************************************************************************/
|
||||
}
|
||||
|
||||
#ifdef _JK2MP //temp hack til mp speeder controls are sorted -rww
|
||||
void AnimalProcessOri(Vehicle_t *pVeh)
|
||||
{
|
||||
ProcessOrientCommands(pVeh);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef QAGAME //back to our game-only functions
|
||||
static void AnimateVehicle( Vehicle_t *pVeh )
|
||||
{
|
||||
animNumber_t Anim = BOTH_VT_IDLE;
|
||||
int iFlags = SETANIM_FLAG_NORMAL, iBlend = 300;
|
||||
gentity_t * pilot = (gentity_t *)pVeh->m_pPilot;
|
||||
gentity_t * parent = (gentity_t *)pVeh->m_pParentEntity;
|
||||
playerState_t * pilotPS;
|
||||
playerState_t * parentPS;
|
||||
float fSpeedPercToMax;
|
||||
|
||||
#ifdef _JK2MP
|
||||
pilotPS = (pilot)?(pilot->playerState):(0);
|
||||
parentPS = parent->playerState;
|
||||
#else
|
||||
pilotPS = (pilot)?(&pilot->client->ps):(0);
|
||||
parentPS = &parent->client->ps;
|
||||
#endif
|
||||
|
||||
// We're dead (boarding is reused here so I don't have to make another variable :-).
|
||||
if ( parent->health <= 0 )
|
||||
{
|
||||
/*
|
||||
if ( pVeh->m_iBoarding != -999 ) // Animate the death just once!
|
||||
{
|
||||
pVeh->m_iBoarding = -999;
|
||||
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
|
||||
|
||||
// FIXME! Why do you keep repeating over and over!!?!?!? Bastard!
|
||||
//Vehicle_SetAnim( parent, SETANIM_LEGS, BOTH_VT_DEATH1, iFlags, iBlend );
|
||||
}
|
||||
*/
|
||||
return;
|
||||
}
|
||||
|
||||
// If they're bucking, play the animation and leave...
|
||||
if ( parent->client->ps.legsAnim == BOTH_VT_BUCK )
|
||||
{
|
||||
// Done with animation? Erase the flag.
|
||||
if ( parent->client->ps.legsAnimTimer <= 0 )
|
||||
{
|
||||
pVeh->m_ulFlags &= ~VEH_BUCKING;
|
||||
}
|
||||
else
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if ( pVeh->m_ulFlags & VEH_BUCKING )
|
||||
{
|
||||
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
|
||||
Anim = BOTH_VT_BUCK;
|
||||
iBlend = 500;
|
||||
Vehicle_SetAnim( parent, SETANIM_LEGS, BOTH_VT_BUCK, iFlags, iBlend );
|
||||
return;
|
||||
}
|
||||
|
||||
// Boarding animation.
|
||||
if ( pVeh->m_iBoarding != 0 )
|
||||
{
|
||||
// We've just started boarding, set the amount of time it will take to finish boarding.
|
||||
if ( pVeh->m_iBoarding < 0 )
|
||||
{
|
||||
int iAnimLen;
|
||||
|
||||
// Boarding from left...
|
||||
if ( pVeh->m_iBoarding == -1 )
|
||||
{
|
||||
Anim = BOTH_VT_MOUNT_L;
|
||||
}
|
||||
else if ( pVeh->m_iBoarding == -2 )
|
||||
{
|
||||
Anim = BOTH_VT_MOUNT_R;
|
||||
}
|
||||
else if ( pVeh->m_iBoarding == -3 )
|
||||
{
|
||||
Anim = BOTH_VT_MOUNT_B;
|
||||
}
|
||||
|
||||
// Set the delay time (which happens to be the time it takes for the animation to complete).
|
||||
// NOTE: Here I made it so the delay is actually 70% (0.7f) of the animation time.
|
||||
#ifdef _JK2MP
|
||||
iAnimLen = BG_AnimLength( parent->localAnimIndex, Anim ) * 0.7f;
|
||||
#else
|
||||
iAnimLen = PM_AnimLength( parent->client->clientInfo.animFileIndex, Anim ) * 0.7f;
|
||||
#endif
|
||||
pVeh->m_iBoarding = level.time + iAnimLen;
|
||||
|
||||
// Set the animation, which won't be interrupted until it's completed.
|
||||
// TODO: But what if he's killed? Should the animation remain persistant???
|
||||
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
|
||||
|
||||
Vehicle_SetAnim( parent, SETANIM_LEGS, Anim, iFlags, iBlend );
|
||||
if (pilot)
|
||||
{
|
||||
Vehicle_SetAnim(pilot, SETANIM_BOTH, Anim, iFlags, iBlend );
|
||||
}
|
||||
return;
|
||||
}
|
||||
// Otherwise we're done.
|
||||
else if ( pVeh->m_iBoarding <= level.time )
|
||||
{
|
||||
pVeh->m_iBoarding = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Percentage of maximum speed relative to current speed.
|
||||
//float fSpeed = VectorLength( client->ps.velocity );
|
||||
fSpeedPercToMax = parent->client->ps.speed / pVeh->m_pVehicleInfo->speedMax;
|
||||
|
||||
|
||||
// Going in reverse...
|
||||
if ( fSpeedPercToMax < -0.01f )
|
||||
{
|
||||
Anim = BOTH_VT_WALK_REV;
|
||||
iBlend = 600;
|
||||
}
|
||||
else
|
||||
{
|
||||
bool Turbo = (fSpeedPercToMax>0.0f && level.time<pVeh->m_iTurboTime);
|
||||
bool Walking = (fSpeedPercToMax>0.0f && ((pVeh->m_ucmd.buttons&BUTTON_WALKING) || fSpeedPercToMax<=0.275f));
|
||||
bool Running = (fSpeedPercToMax>0.275f);
|
||||
|
||||
|
||||
// Remove Crashing Flag
|
||||
//----------------------
|
||||
pVeh->m_ulFlags &= ~VEH_CRASHING;
|
||||
|
||||
if (Turbo)
|
||||
{// Kicked In Turbo
|
||||
iBlend = 50;
|
||||
iFlags = SETANIM_FLAG_OVERRIDE;
|
||||
Anim = BOTH_VT_TURBO;
|
||||
}
|
||||
else
|
||||
{// No Special Moves
|
||||
iBlend = 300;
|
||||
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLDLESS;
|
||||
Anim = (Walking)?(BOTH_VT_WALK_FWD ):((Running)?(BOTH_VT_RUN_FWD ):(BOTH_VT_IDLE1));
|
||||
}
|
||||
}
|
||||
Vehicle_SetAnim( parent, SETANIM_LEGS, Anim, iFlags, iBlend );
|
||||
}
|
||||
|
||||
//rwwFIXMEFIXME: This is all going to have to be predicted I think, or it will feel awful
|
||||
//and lagged
|
||||
// This function makes sure that the rider's in this vehicle are properly animated.
|
||||
static void AnimateRiders( Vehicle_t *pVeh )
|
||||
{
|
||||
animNumber_t Anim = BOTH_VT_IDLE;
|
||||
int iFlags = SETANIM_FLAG_NORMAL, iBlend = 500;
|
||||
gentity_t *pilot = (gentity_t *)pVeh->m_pPilot;
|
||||
gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
|
||||
playerState_t *pilotPS;
|
||||
playerState_t *parentPS;
|
||||
float fSpeedPercToMax;
|
||||
|
||||
#ifdef _JK2MP
|
||||
pilotPS = pVeh->m_pPilot->playerState;
|
||||
parentPS = pVeh->m_pPilot->playerState;
|
||||
#else
|
||||
pilotPS = &pVeh->m_pPilot->client->ps;
|
||||
parentPS = &pVeh->m_pParentEntity->client->ps;
|
||||
#endif
|
||||
|
||||
// Boarding animation.
|
||||
if ( pVeh->m_iBoarding != 0 )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Percentage of maximum speed relative to current speed.
|
||||
fSpeedPercToMax = parent->client->ps.speed / pVeh->m_pVehicleInfo->speedMax;
|
||||
|
||||
// Going in reverse...
|
||||
#ifdef _JK2MP //handled in pmove in mp
|
||||
if (0)
|
||||
#else
|
||||
if ( fSpeedPercToMax < -0.01f )
|
||||
#endif
|
||||
{
|
||||
Anim = BOTH_VT_WALK_REV;
|
||||
iBlend = 600;
|
||||
}
|
||||
else
|
||||
{
|
||||
bool HasWeapon = ((pilotPS->weapon != WP_NONE) && (pilotPS->weapon != WP_MELEE));
|
||||
bool Attacking = (HasWeapon && !!(pVeh->m_ucmd.buttons&BUTTON_ATTACK));
|
||||
bool Right = (pVeh->m_ucmd.rightmove>0);
|
||||
bool Left = (pVeh->m_ucmd.rightmove<0);
|
||||
bool Turbo = (fSpeedPercToMax>0.0f && level.time<pVeh->m_iTurboTime);
|
||||
bool Walking = (fSpeedPercToMax>0.0f && ((pVeh->m_ucmd.buttons&BUTTON_WALKING) || fSpeedPercToMax<=0.275f));
|
||||
bool Running = (fSpeedPercToMax>0.275f);
|
||||
EWeaponPose WeaponPose = WPOSE_NONE;
|
||||
|
||||
|
||||
// Remove Crashing Flag
|
||||
//----------------------
|
||||
pVeh->m_ulFlags &= ~VEH_CRASHING;
|
||||
|
||||
|
||||
// Put Away Saber When It Is Not Active
|
||||
//--------------------------------------
|
||||
#ifndef _JK2MP
|
||||
if (HasWeapon && (Turbo || (pilotPS->weapon==WP_SABER && !pilotPS->SaberActive())))
|
||||
{
|
||||
if (pVeh->m_pPilot->s.number<MAX_CLIENTS)
|
||||
{
|
||||
CG_ChangeWeapon(WP_NONE);
|
||||
}
|
||||
|
||||
pVeh->m_pPilot->client->ps.weapon = WP_NONE;
|
||||
G_RemoveWeaponModels(pVeh->m_pPilot);
|
||||
}
|
||||
#endif
|
||||
|
||||
// Don't Interrupt Attack Anims
|
||||
//------------------------------
|
||||
#ifdef _JK2MP
|
||||
if (pilotPS->weaponTime>0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
#else
|
||||
if (pilotPS->torsoAnim>=BOTH_VT_ATL_S && pilotPS->torsoAnim<=BOTH_VT_ATF_G)
|
||||
{
|
||||
float bodyCurrent = 0.0f;
|
||||
int bodyEnd = 0;
|
||||
if (!!gi.G2API_GetBoneAnimIndex(&pVeh->m_pPilot->ghoul2[pVeh->m_pPilot->playerModel], pVeh->m_pPilot->rootBone, level.time, &bodyCurrent, NULL, &bodyEnd, NULL, NULL, NULL))
|
||||
{
|
||||
if (bodyCurrent<=((float)(bodyEnd)-1.5f))
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// Compute The Weapon Pose
|
||||
//--------------------------
|
||||
if (pilotPS->weapon==WP_BLASTER)
|
||||
{
|
||||
WeaponPose = WPOSE_BLASTER;
|
||||
}
|
||||
else if (pilotPS->weapon==WP_SABER)
|
||||
{
|
||||
if ( (pVeh->m_ulFlags&VEH_SABERINLEFTHAND) && pilotPS->torsoAnim==BOTH_VT_ATL_TO_R_S)
|
||||
{
|
||||
pVeh->m_ulFlags &= ~VEH_SABERINLEFTHAND;
|
||||
}
|
||||
if (!(pVeh->m_ulFlags&VEH_SABERINLEFTHAND) && pilotPS->torsoAnim==BOTH_VT_ATR_TO_L_S)
|
||||
{
|
||||
pVeh->m_ulFlags |= VEH_SABERINLEFTHAND;
|
||||
}
|
||||
WeaponPose = (pVeh->m_ulFlags&VEH_SABERINLEFTHAND)?(WPOSE_SABERLEFT):(WPOSE_SABERRIGHT);
|
||||
}
|
||||
|
||||
|
||||
if (Attacking && WeaponPose)
|
||||
{// Attack!
|
||||
iBlend = 100;
|
||||
iFlags = SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART;
|
||||
|
||||
if (Turbo)
|
||||
{
|
||||
Right = true;
|
||||
Left = false;
|
||||
}
|
||||
|
||||
// Auto Aiming
|
||||
//===============================================
|
||||
if (!Left && !Right) // Allow player strafe keys to override
|
||||
{
|
||||
#ifndef _JK2MP
|
||||
if (pVeh->m_pPilot->enemy)
|
||||
{
|
||||
vec3_t toEnemy;
|
||||
float toEnemyDistance;
|
||||
vec3_t actorRight;
|
||||
float actorRightDot;
|
||||
|
||||
VectorSubtract(pVeh->m_pPilot->currentOrigin, pVeh->m_pPilot->enemy->currentOrigin, toEnemy);
|
||||
toEnemyDistance = VectorNormalize(toEnemy);
|
||||
|
||||
AngleVectors(pVeh->m_pParentEntity->currentAngles, 0, actorRight, 0);
|
||||
actorRightDot = DotProduct(toEnemy, actorRight);
|
||||
|
||||
if (fabsf(actorRightDot)>0.5f || pilotPS->weapon==WP_SABER)
|
||||
{
|
||||
Left = (actorRightDot>0.0f);
|
||||
Right = !Left;
|
||||
}
|
||||
else
|
||||
{
|
||||
Right = Left = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
#endif
|
||||
if (pilotPS->weapon==WP_SABER && !Left && !Right)
|
||||
{
|
||||
Left = (WeaponPose==WPOSE_SABERLEFT);
|
||||
Right = !Left;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (Left)
|
||||
{// Attack Left
|
||||
switch(WeaponPose)
|
||||
{
|
||||
case WPOSE_BLASTER: Anim = BOTH_VT_ATL_G; break;
|
||||
case WPOSE_SABERLEFT: Anim = BOTH_VT_ATL_S; break;
|
||||
case WPOSE_SABERRIGHT: Anim = BOTH_VT_ATR_TO_L_S; break;
|
||||
default: assert(0);
|
||||
}
|
||||
}
|
||||
else if (Right)
|
||||
{// Attack Right
|
||||
switch(WeaponPose)
|
||||
{
|
||||
case WPOSE_BLASTER: Anim = BOTH_VT_ATR_G; break;
|
||||
case WPOSE_SABERLEFT: Anim = BOTH_VT_ATL_TO_R_S; break;
|
||||
case WPOSE_SABERRIGHT: Anim = BOTH_VT_ATR_S; break;
|
||||
default: assert(0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{// Attack Ahead
|
||||
switch(WeaponPose)
|
||||
{
|
||||
case WPOSE_BLASTER: Anim = BOTH_VT_ATF_G; break;
|
||||
default: assert(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (Turbo)
|
||||
{// Kicked In Turbo
|
||||
iBlend = 50;
|
||||
iFlags = SETANIM_FLAG_OVERRIDE;
|
||||
Anim = BOTH_VT_TURBO;
|
||||
}
|
||||
else
|
||||
{// No Special Moves
|
||||
iBlend = 300;
|
||||
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLDLESS;
|
||||
|
||||
if (WeaponPose==WPOSE_NONE)
|
||||
{
|
||||
if (Walking)
|
||||
{
|
||||
Anim = BOTH_VT_WALK_FWD;
|
||||
}
|
||||
else if (Running)
|
||||
{
|
||||
Anim = BOTH_VT_RUN_FWD;
|
||||
}
|
||||
else
|
||||
{
|
||||
Anim = BOTH_VT_IDLE1;//(Q_irand(0,1)==0)?(BOTH_VT_IDLE):(BOTH_VT_IDLE1);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
switch(WeaponPose)
|
||||
{
|
||||
case WPOSE_BLASTER: Anim = BOTH_VT_IDLE_G; break;
|
||||
case WPOSE_SABERLEFT: Anim = BOTH_VT_IDLE_SL; break;
|
||||
case WPOSE_SABERRIGHT: Anim = BOTH_VT_IDLE_SR; break;
|
||||
default: assert(0);
|
||||
}
|
||||
}
|
||||
}// No Special Moves
|
||||
}
|
||||
|
||||
Vehicle_SetAnim( pilot, SETANIM_BOTH, Anim, iFlags, iBlend );
|
||||
}
|
||||
#endif //QAGAME
|
||||
|
||||
#ifndef QAGAME
|
||||
void AttachRidersGeneric( Vehicle_t *pVeh );
|
||||
#endif
|
||||
|
||||
//on the client this function will only set up the process command funcs
|
||||
void G_SetAnimalVehicleFunctions( vehicleInfo_t *pVehInfo )
|
||||
{
|
||||
#ifdef QAGAME
|
||||
pVehInfo->AnimateVehicle = AnimateVehicle;
|
||||
pVehInfo->AnimateRiders = AnimateRiders;
|
||||
// pVehInfo->ValidateBoard = ValidateBoard;
|
||||
// pVehInfo->SetParent = SetParent;
|
||||
// pVehInfo->SetPilot = SetPilot;
|
||||
// pVehInfo->AddPassenger = AddPassenger;
|
||||
// pVehInfo->Animate = Animate;
|
||||
// pVehInfo->Board = Board;
|
||||
// pVehInfo->Eject = Eject;
|
||||
// pVehInfo->EjectAll = EjectAll;
|
||||
// pVehInfo->StartDeathDelay = StartDeathDelay;
|
||||
pVehInfo->DeathUpdate = DeathUpdate;
|
||||
// pVehInfo->RegisterAssets = RegisterAssets;
|
||||
// pVehInfo->Initialize = Initialize;
|
||||
pVehInfo->Update = Update;
|
||||
// pVehInfo->UpdateRider = UpdateRider;
|
||||
#endif //QAGAME
|
||||
pVehInfo->ProcessMoveCommands = ProcessMoveCommands;
|
||||
pVehInfo->ProcessOrientCommands = ProcessOrientCommands;
|
||||
|
||||
#ifndef QAGAME //cgame prediction attachment func
|
||||
pVehInfo->AttachRiders = AttachRidersGeneric;
|
||||
#endif
|
||||
// pVehInfo->AttachRiders = AttachRiders;
|
||||
// pVehInfo->Ghost = Ghost;
|
||||
// pVehInfo->UnGhost = UnGhost;
|
||||
// pVehInfo->Inhabited = Inhabited;
|
||||
}
|
||||
|
||||
// Following is only in game, not in namespace
|
||||
#ifdef _JK2MP
|
||||
#include "../namespace_end.h"
|
||||
#endif
|
||||
|
||||
#ifdef QAGAME
|
||||
extern void G_AllocateVehicleObject(Vehicle_t **pVeh);
|
||||
#endif
|
||||
|
||||
#ifdef _JK2MP
|
||||
#include "../namespace_begin.h"
|
||||
#endif
|
||||
|
||||
// Create/Allocate a new Animal Vehicle (initializing it as well).
|
||||
//this is a BG function too in MP so don't un-bg-compatibilify it -rww
|
||||
void G_CreateAnimalNPC( Vehicle_t **pVeh, const char *strAnimalType )
|
||||
{
|
||||
// Allocate the Vehicle.
|
||||
#ifdef _JK2MP
|
||||
#ifdef QAGAME
|
||||
//these will remain on entities on the client once allocated because the pointer is
|
||||
//never stomped. on the server, however, when an ent is freed, the entity struct is
|
||||
//memset to 0, so this memory would be lost..
|
||||
G_AllocateVehicleObject(pVeh);
|
||||
#else
|
||||
if (!*pVeh)
|
||||
{ //only allocate a new one if we really have to
|
||||
(*pVeh) = (Vehicle_t *) BG_Alloc( sizeof(Vehicle_t) );
|
||||
}
|
||||
#endif
|
||||
memset(*pVeh, 0, sizeof(Vehicle_t));
|
||||
(*pVeh)->m_pVehicleInfo = &g_vehicleInfo[BG_VehicleGetIndex( strAnimalType )];
|
||||
#else
|
||||
(*pVeh) = (Vehicle_t *) gi.Malloc( sizeof(Vehicle_t), TAG_G_ALLOC, qtrue );
|
||||
(*pVeh)->m_pVehicleInfo = &g_vehicleInfo[BG_VehicleGetIndex( strAnimalType )];
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef _JK2MP
|
||||
|
||||
#include "../namespace_end.h"
|
||||
|
||||
//get rid of all the crazy defs we added for this file
|
||||
#undef currentAngles
|
||||
#undef currentOrigin
|
||||
#undef mins
|
||||
#undef maxs
|
||||
#undef legsAnimTimer
|
||||
#undef torsoAnimTimer
|
||||
#undef bool
|
||||
#undef false
|
||||
#undef true
|
||||
|
||||
#undef sqrtf
|
||||
#undef Q_flrand
|
||||
|
||||
#undef MOD_EXPLOSIVE
|
||||
#endif
|
||||
Reference in New Issue
Block a user